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Returning 35 results for 'conjure wearing riding'.
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Magic Items
Dungeon Master’s Guide
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it
)
45–51
Riding Horse with a Riding Saddle
52–59
Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself
60–68
4 Potion of Healing;Potions of
Magic Items
The Wild Beyond the Witchlight
You can use this contraption to fly, provided your weight (including whatever you are wearing or carrying) doesn’t exceed 300 pounds. The ornithopter has a flying speed of 30 feet, and it moves
according to your spoken directions while you are riding it. It can’t hover. If the ornithopter loses its rider while airborne, it falls and can’t fly again for 1d6 + 4 days.
The ornithopter is 8 feet long, has a 14-foot wingspan, and weighs 25 pounds.
Monsters
Bigby Presents: Glory of the Giants
possession. While holding or wearing the object bearing the rune, the giant can use its Magma Wave action and Furnace Armor bonus action.
The object bearing the rune has AC 15; 40 hit points; and immunity to
the heat of a volcanic environment and conjure raw elemental energy of fire and magma. In a fire giant community, these forgecallers oversee both forges and the community’s defense, often in
Magic Items
Bigby Presents: Glory of the Giants
Master’s Guide:
2 minor beneficial properties
1 major beneficial property
1 minor detrimental property
Master of Guile. While wearing the helm, you have advantage on Charisma (Deception) and
Wisdom (Insight) checks.
Arrow of Elemental Havoc. As a bonus action while wearing the helm, you can launch a bolt of searing elemental energy toward a creature you can see within 90 feet of yourself
Monsters
Mythic Odysseys of Theros
serving as its mount, provided the archon and its mount are on the same plane of existence. When it teleports, the archon appears astride the mount, along with any equipment it is wearing or carrying
.
While mounted and not incapacitated, the archon can’t be surprised, and both it and its mount have advantage on Dexterity saving throws. If the archon is reduced to 0 hit points while riding its
Monsters
Guildmasters’ Guide to Ravnica
equipment it is wearing or carrying.
While mounted and not incapacitated, the archon can’t be surprised, and both it and its mount gain advantage on Dexterity saving throws. If the archon is reduced to
0 hit points while riding its mount, the mount is reduced to 0 hit points as well.Multiattack. The archon makes two Hammer of Justice attacks.
Hammer of Justice. Melee Weapon Attack: +10
Monsters
Icewind Dale: Rime of the Frostmaiden
animals
2nd level (3 slots): animal messenger, moonbeam, pass without trace
3rd level (3 slots): conjure animals, sleet storm, wind wall
4th level (3 slots): hallucinatory terrain, ice storm
5th level
into a beast form—fox, mountain goat, owl, or wolf—or back into its humanoid form. Any equipment it is wearing or carrying is absorbed or borne by the beast form (the druid’s choice
Monsters
Mythic Odysseys of Theros
existence. When it teleports, the ashen rider appears astride the mount along with any equipment it is wearing or carrying.
While mounted and not incapacitated, the ashen rider can't be surprised, and both it
and its mount have advantage on Dexterity saving throws. If the ashen rider is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well.Multiattack. The ashen
Monsters
Bigby Presents: Glory of the Giants
Death Rune. The giant has a death rune inscribed on a giant’s skull in its possession. While holding or wearing the skull bearing the rune, the giant can use its Reaping Scythe action and
conjure an aura of tormented souls for protection.
Death Giants
Long ago, a large band of cloud giants traveled to the Shadowfell in search of a way to preserve their collapsing empire. Desperate to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, telekinesis, teleport
1/day each: dominate monster, greater invisibility
Teleport. Graz’zt magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an
issues the same command to all the targets.
Conjure Mirrors. Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair
Magic Items
Guildmasters’ Guide to Ravnica
, all assembled into a harness. The item weighs 8 pounds.
While you are wearing the mizzium apparatus, you can use it as an arcane focus. In addition, you can attempt to cast a spell that you do not
stinking cloud
4th-Level Spells
d4
Spell
1
confusion
2
conjure minor elementals
3
Evard's black tentacles
4
ice storm
5th-Level Spells
d4
Spell
1
animate objects
2
cloudkill
3
cone of cold
4
flame strike
Dao
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying.
Innate Spellcasting. The dao’s innate spellcasting ability is Charisma (spell save DC 14
: detect evil and good, detect magic, stone shape
3/day each: passwall, move earth, tongues
1/day each: conjure elemental (earth elemental only), gaseous form, invisibility, phantasmal killer, plane
Lizardfolk Shaman
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
flame, thorn whip
1st Level (4 slots): entangle, fog cloud
2nd Level (3 slots): heat metal, spike growth
3rd Level (2 slots): conjure animals (reptiles only), plant growthMultiattack (Lizardfolk
to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Efreeti
Legacy
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Monsters
Basic Rules (2014)
Elemental Demise. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.
Innate Spellcasting. The
the following spells, requiring no material components:
At will: detect magic
3/day each: enlarge/reduce, tongues
1/day each: conjure elemental (fire elemental only), gaseous form, invisibility
spells
You reach above your head and conjure the dreaded Red Sign, a sigil of immense power that is inimical to all creatures. At the end of each of your turns for the duration, each creature (including
nonmagical it is wearing and carrying collapses into a pile of slime and viscera. The target can be revived only by a True Resurrection or a Wish spell.
Djinni
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.
Innate Spellcasting. The djinni’s innate
: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shiftMultiattack. The djinni makes three scimitar attacks.
Scimitar. Melee Weapon Attack: +9
Marid
Legacy
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Monsters
Monster Manual (2014)
Amphibious. The marid can breathe air and water.
Elemental Demise. If the marid dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the marid was wearing or
3/day each: tongues, water breathing, water walk
1/day each: conjure elemental (water elemental only), control water, gaseous form, invisibility, plane shiftMultiattack. The marid makes two trident
Robe of Useful Items
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it
(10 foot);Wooden ladder (24 feet long)
45-51
A riding horse with saddlebags;saddle bags
52-59
Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
Drow Arachnomancer
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
form as a bonus action. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in giant spider form. Any equipment it is wearing or carrying in humanoid form
long rest. It knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast, mage hand, poison spray
1st–5th level (3 5th-level slots): conjure animals (spiders only), crown of
Monsters
Locathah Rising
, mirror image*, misty step*, pass without trace, protection from poison3rd level (3 slots): conjure animals, dispel magic, tidal wave, water breathing*, water walk*4th level (3 slots): charm monster
, control water*, dominate beast, freedom of movement*, watery sphere5th level (2 slot): conjure elemental*, maelstrom,scrying*, tree stride6th level (1 slot): heal7th level (1 slot): plane shift
monsters
)
2/Day Each: Detect Magic, Cure Wounds, Entangle, Flaming Sphere, Spike Growth
1/Day Each: Conjure Animals, Revivify, Sleet Storm, Water BreathingJaul is a middle-aged werewolf who terrorized
. Jaul shape-shifts into a Large wolf-humanoid hybrid or a Medium wolf, or he returns to his true humanoid form. His game statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn’t transformed.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Ornithopter of Flying Wondrous Item, Very Rare You can use this contraption to fly, provided your weight (including whatever you are wearing or carrying) doesn’t exceed 300 pounds. The ornithopter
has a flying speed of 30 feet, and it moves according to your spoken directions while you are riding it. It can’t hover. If the ornithopter loses its rider while airborne, it falls and can’t fly again for 1d6 + 4 days. The ornithopter is 8 feet long, has a 14-foot wingspan, and weighs 25 pounds.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Ornithopter of Flying Wondrous Item, Very Rare You can use this contraption to fly, provided your weight (including whatever you are wearing or carrying) doesn’t exceed 300 pounds. The ornithopter
has a flying speed of 30 feet, and it moves according to your spoken directions while you are riding it. It can’t hover. If the ornithopter loses its rider while airborne, it falls and can’t fly again for 1d6 + 4 days. The ornithopter is 8 feet long, has a 14-foot wingspan, and weighs 25 pounds.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Robe of Useful Items Wondrous Item, Uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches
in an opening you can reach; it conforms to fit the opening, attaching and hinging itself 23–30 10 gems worth 100 GP each 31–44 Wooden ladder (24 feet long) 45–51 Riding Horse with a Riding Saddle 52
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Robe of Useful Items Wondrous Item, Uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches
in an opening you can reach; it conforms to fit the opening, attaching and hinging itself 23–30 10 gems worth 100 GP each 31–44 Wooden ladder (24 feet long) 45–51 Riding Horse with a Riding Saddle 52
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Efreeti Chain Armor (chain mail), legendary (requires attunement) While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In
the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost. The type of gem determines the elemental summoned by the spell.
Gem Summoned
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Efreeti Chain Armor (chain mail), legendary (requires attunement) While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In
the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost. The type of gem determines the elemental summoned by the spell.
Gem Summoned
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Robe of Useful Items Wondrous Item, Uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches
in an opening you can reach; it conforms to fit the opening, attaching and hinging itself 23–30 10 gems worth 100 GP each 31–44 Wooden ladder (24 feet long) 45–51 Riding Horse with a Riding Saddle 52
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Robe of Useful Items Wondrous Item, Uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches
in an opening you can reach; it conforms to fit the opening, attaching and hinging itself 23–30 10 gems worth 100 GP each 31–44 Wooden ladder (24 feet long) 45–51 Riding Horse with a Riding Saddle 52
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Bandits A marauding gang of bandits confronts the party. The gang consists of a bandit captain and 3d6 + 2 bandits, all wearing cloaks and mounted on riding horses. There is a 25 percent chance that
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Bandits A marauding gang of bandits confronts the party. The gang consists of a bandit captain and 3d6 + 2 bandits, all wearing cloaks and mounted on riding horses. There is a 25 percent chance that
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Robe of Useful Items Wondrous item, uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing
opening you can reach; it conforms to fit the opening, attaching and hinging itself 23–30 10 gems worth 100 gp each 31–44 Wooden ladder (24 feet long) 45–51 A riding horse with saddle bags (see the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Robe of Useful Items Wondrous item, uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing
opening you can reach; it conforms to fit the opening, attaching and hinging itself 23–30 10 gems worth 100 gp each 31–44 Wooden ladder (24 feet long) 45–51 A riding horse with saddle bags (see the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Robe of Useful Items Wondrous item, uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing
riding horse with saddle bags (see the Monster Manual for statistics)
52–59 Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
60–68 4 Potions of healing
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Robe of Useful Items Wondrous item, uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing
riding horse with saddle bags (see the Monster Manual for statistics)
52–59 Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
60–68 4 Potions of healing