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Returning 35 results for 'connect reduce grasp to have requires'.
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Magic Items
Dungeon Master’s Guide
Crafted and wielded by Orcus, this ghastly wand slips from the demon lord’s grasp from time to time. When it does, it magically appears wherever the demon lord senses an opportunity to achieve
intention of fulfilling, such as vowing to help its user overthrow Orcus.
Destroying the Wand. Destroying the Wand of Orcus requires that it be taken to the Positive Plane by the ancient hero whose
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
Icewind Dale: Rime of the Frostmaiden
hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): acid splash,* light, minor illusion, shocking grasp*
1st level (2 slots): detect magic, disguise self, magic
missile*
2nd level (2 slots): invisibility, levitate, phantasmal force
*See “Actions” below.Shocking Grasp (Cantrip). Melee Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
Monsters
Guildmasters’ Guide to Ravnica
biomancer has the following wizard spells prepared:
Cantrips (at will): acid splash, light, mending, poison spray, shocking grasp
1st level (4 slots): detect magic, grease, shield
2nd level (3 slots
): alter self, darkvision, enlarge/reduce, hold person
3rd level (3 slots): counterspell, dispel magic, haste, protection from energy
4th level (3 slots): confusion, conjure minor elementals
Monsters
Icewind Dale: Rime of the Frostmaiden
spell attacks). He has the following wizard spells prepared:
Cantrips (at will): acid splash,* light, minor illusion, shocking grasp*
1st level (4 slots): detect magic, disguise self, magic missile
“Actions” below.Shocking Grasp (Cantrip). Melee Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Shocking Grasp"} to hit, reach 5 ft., one creature (the attack roll
Monsters
Waterdeep: Dungeon of the Mad Mage
to water and is destroyed.
Charm. A creature can grab the staff out of the air with a successful grapple check against the staff, and grappling the staff does not reduce the creature's speed. Any
creature that successfully grapples the staff must succeed on a DC 12 Charisma saving throw or be charmed by the staff until the staff is no longer in its grasp. While the creature is charmed, the staff
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Undead.Multiattack. The alhoon makes two Chilling Grasp or Arcane Bolt attacks.
Chilling Grasp. Melee Spell Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Chilling Grasp"} to hit
, reach 5 ft., one target. Hit: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Chilling Grasp", "rollDamageType":"cold"} cold damage, and the alhoon regains 14 hit points.
Arcane
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
Guildmasters’ Guide to Ravnica
spells prepared:
Cantrips (at will): fire bolt, light, prestidigitation, ray of frost, shocking grasp
1st level (4 slots): detect magic, magic missile, shield, thunderwave, unseen servant
2nd level
(3 slots): blur, enlarge/reduce, flaming sphere, scorching ray
3rd level (3 slots): counterspell, fireball, hold person, lightning bolt, slow
4th level (3 slots): confusion, dimension door
Magic Items
Storm King's Thunder
another means of staying aloft.
Comforting Wind. You can’t suffocate.
Wind’s Grasp. As a reaction when you fall, you can cause yourself to take no damage from the fall. Once you use this
; by tracing the vind rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the pennant is destroyed, and the rune
Magic Items
Waterdeep: Dungeon of the Mad Mage
10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following
cover against the attack.
7–8
The dodecahedron casts shocking grasp (+5 to hit) on the next creature that touches it.
9–10
The dodecahedron casts
Monsters
Icewind Dale: Rime of the Frostmaiden
): arcane eye, blightVampiric Touch (3rd-Level Spell; Requires a Spell Slot). Melee Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Vampiric Touch"} to hit, reach 5 ft., one
—a nervous disorder that manifests as trembling. It can affect her balance and her stride, but she has learned to cast her spells unimpeded by it.
Despite her firm grasp of the dark arts, she
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
monsters
rolls against any target other than the creature.Multiattack. The sinner makes two attacks, using Hex Grasp or Blunderbuss in any combination. He can replace one attack with a use of Spellcasting to
cast Bane.
Hex Grasp. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Hex Grasp"}, reach 5 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage
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
Equipment
a bonus action, and it requires an action to wind it back in before you can use it again. You can hurl the hook using only one hand, but it requires two hands to wind the hook back in. If the
targeted surface has no lip to grasp or is otherwise too difficult for the barb to hook onto, the hook fails to latch onto it and pull you.
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 Military Fork, you must take the Advanced Weapon
remove it from their grasp. When you take the Attack action on your turn and hit with a Disarming weapon, you can use your Bonus Action later on the same turn to disarm the target. Both you and the
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 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 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.
Morkoth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
grasp
1st level (4 slots): detect magic, identify, shield, witch bolt
2nd level (3 slots): darkness, detect thoughts, shatter
3rd level (3 slots): dispel magic, lightning bolt, sending
4th level (3 slots
network of narrow tunnels that connect several underground chambers, although other structural forms might be incorporated. The morkoth dwells among its most prized possessions in a spacious vault at the
True Polymorph
Legacy
This doesn't reflect the latest rules and lore.
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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
Wand of Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
Plane in the stasis of undeath. Orcus allows the wand to slip from his grasp from time to time. When it does, it magically appears wherever its master senses an opportunity to achieve some fell goal
user and makes grandiose promises that it has no intention of fulfilling, such as vowing to help its user overthrow Orcus.
Destroying the Wand. Destroying the Wand of Orcus requires that it be taken to
Magic Items
Lost Laboratory of Kwalish
), but doesn’t gain access to the user’s knowledge, features, or proficiencies.
Freeing a creature trapped inside the armor first requires defeating the armor’s automatic defenses
. Freeing the user first requires defeating the armor’s automatic defenses (as above). A creature in stasis does not make Charisma saving throws to break the armor’s control.
Alternative
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Gauntlets of Flaming Fury Wondrous item, rare (requires attunement) While you wear both of these steel gauntlets, any non-magical weapon you grasp with either gauntlet is treated as a magic weapon
. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Gauntlets of Flaming Fury Wondrous item, rare (requires attunement) While you wear both of these steel gauntlets, any non-magical weapon you grasp with either gauntlet is treated as a magic weapon
. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last
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->Monsters of the Multiverse
Water and that the Elemental Planes connect to all worlds, you begin to grasp the interconnectedness of the multiverse. Dive to the bottom of any sea, and you may later surface under an alien sky.
—Mordenkainen
ability to understand it in return. Guardian of the Depths. Adapted to the frigid ocean depths, you have resistance to cold damage. Once you discover that all oceans connect to the Elemental Plane of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Water and that the Elemental Planes connect to all worlds, you begin to grasp the interconnectedness of the multiverse. Dive to the bottom of any sea, and you may later surface under an alien sky.
—Mordenkainen
ability to understand it in return. Guardian of the Depths. Adapted to the frigid ocean depths, you have resistance to cold damage. Once you discover that all oceans connect to the Elemental Plane of
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.