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Returning 35 results for 'connecting relative granting to have remove'.
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Magic Items
Tomb of Annihilation
This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits:
The armor improves your combat readiness, granting you a +5 bonus to
, taking 100 (10d10 + 45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor’s curse.
Monsters
Quests from the Infinite Staircase
or the Palace of Spires. On a successful save, the creature’s memories remain intact, but they’re hazy and dreamlike. A Remove Curse or Greater Restoration spell restores the creature
’s memories.
Time. Time passes slower in the Eternal Garden relative to other planes. For each day spent in the garden, one year passes on the Material Plane.PoisonCold, Fire
feats
of ingredient in a recipe with any other ingredient type.
Before rolling for quirks, you can choose to replace one roll on the boon table with inspiration, granting inspiration to each creature that
consumes at least one portion of your meal.
After rolling for quirks, you can remove one flaw of your choice, or add a boon to the dish by rolling on the boons table (your choice).
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
remove it. With a successful DC 18 Intelligence (Arcana) check, a character determines that the affliction is progressive but double-edged, granting benefits as well as negative effects. (The
the following: Any character who has proficiency in the Arcana skill and inspects the writing confirms that spells such as dispel magic, greater restoration, and remove curse aren’t powerful enough to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
improves your combat readiness, granting you a +5 bonus to initiative as long as you aren’t incapacitated. The armor doesn’t impose disadvantage on your Dexterity (Stealth) checks. The armor doesn’t impose
Constitution saving throw, taking 100 (10d10 + 45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor’s curse.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
combat more than once, but it keeps coming back. The dragon has concluded that the only way to get rid of the homunculus for good is to forcibly remove it from the castle and trap it elsewhere. If
the castle, the faerie dragon is 12 feet long relative to its surroundings, because its size is not altered by the castle’s shrinking magic. It has a challenge rating of 3 (700 XP) and the following
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
hazy events or gaps of missing time. A character’s true memories can be restored by a remove curse or greater restoration spell. A victim of the mind flayers might have endured dozens of memory
adventures. As the characters encounter evidence of Bluetspur’s mind flayers, consider giving individuals access to information they shouldn’t logically possess or granting them advantage on rolls related
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Palace of Spires. On a successful save, the creature’s memories remain intact, but they’re hazy and dreamlike. A Remove Curse or Greater Restoration spell restores the creature’s memories. Time. Time
passes slower in the Eternal Garden relative to other planes. For each day spent in the garden, one year passes on the Material Plane.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
passage connecting the keep to the dungeon levels. Shortly after sunrise the day after you arrive in town, you hear a commotion outside. Someone shouts, “Hey, stop that!” A moment later voices break into a
others kneel before it.
The object is a devastation orb, and it’s ready to explode. The cultists remove the device from its case and wait for it to detonate. See chapter 7 for descriptions of the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
them to his closest allies in the Cult of the Dragon, granting each the power of a wyrmspeaker. Using the magic of the dragon masks, this Inner Circle of Wyrmspeakers helps Severin prepare the way
relative few serve as thieves, assassins, and spies. Dragon-themed symbolism and iconography pervade the cult’s official regalia—black clothing that features a cape or cloak cut to resemble dragon
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
presented them to his closest allies in the Cult of the Dragon, granting each the power of a wyrmspeaker. Using the magic of the dragon masks, this Inner Circle of Wyrmspeakers helps Severin prepare the way
a relative few serve as thieves, assassins, and spies. Dragon-themed symbolism and iconography pervade the cult’s official regalia—black clothing that features a cape or cloak cut to resemble dragon
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
by a remove curse spell cast by an 18th-level spellcaster, by defeating Kwalish and reversing the process using his machines, or by completing a separate task for the inventor. Just a Bit of Trouble
additional boon to any interested character, granting the use of his laboratory to craft or summon any item or creature they desire (within any limits you set). However, the price for this service is one
Magic Items
Infernal Machine Rebuild
, a supply of which can always be produced from the machine’s inner workings. This silver wire shares the same general nature as the silvery cord of an astral projection spell, connecting to the
wear and metal weapons you hold—reproducing the effect of the rust monster;s;rust monster's Rust Metal trait.
06
Your fingers sprout tiny clockwork picks, granting you advantage on ability
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
presented them to his closest allies in the Cult of the Dragon, granting each the power of a wyrmspeaker. Using the magic of the dragon masks, this Inner Circle of Wyrmspeakers helps Severin prepare the way
a relative few serve as thieves, assassins, and spies. Dragon-themed symbolism and iconography pervade the cult’s official regalia—black clothing that features a cape or cloak cut to resemble dragon
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the three planes and the relative importance they give to law and good. Sages have constructed a few such theoretical models to make sense of the jumble of planes, particularly the Outer Planes. The
linking them all. This arrangement makes sense of the way the River Styx flows among the Lower Planes, connecting Acheron, the Nine Hells, Gehenna, Hades, Carceri, the Abyss, and Pandemonium like
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
something of sentimental value to you during your adventure. Remove one trinket from your possessions. 61–70 You were terribly frightened by something you encountered and ran away, abandoning your companions
riding horse. 4 You found some money. You have 1d20 gp in addition to your regular starting funds. 5 A relative bequeathed you a simple weapon of your choice. 6 You found something interesting. You gain
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
takes damage in the Waterdeep simulation. A psipod shuts down if it is disabled or destroyed. To disable a psipod, a creature must disconnect three of the eight copper wires connecting it to the metal
it might subtly remove all known Dwarvish-speaking characters from the simulation until its familiarity with that language improves significantly.
The Yawning Portal. The most accurate and fleshed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
worlds, Zybilna is regarded as a fairy godmother of sorts, granting wishes for the lost, the forsaken, or the betrayed. Sometimes her wishes bring happiness, other times despair. (Prismeer is detailed in
spell can be used to remove the effect on up to ten creatures. Some powerful Fey have the ability to grant such wishes and might do so if the beneficiaries agree to subject themselves to a Geas spell and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
random place on their body. Only a remove curse spell or similar magic removes the scar. 6 When a creature that isn’t an inhabitant of the island completes a long rest there, it must succeed on a DC 15
island never gets visitors. The characters’ arrival is cause for a peculiar but earnest celebration. 4 The island’s leader is a long-lost relative or friend of a character’s family. Wild Island
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
one level of exhaustion. The saving throw must be repeated every hour until the creature succeeds or dies, or until the effect is ended on that creature by magic that can remove a curse. A creature
that doesn’t require food automatically succeeds on the saving throw. Once the effect ends on a creature, it becomes immune to the cave’s psychic trauma. This immunity does not remove levels of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
attempts to baffle or seduce a Far Realm friend to remove that manifestation from the fight for the round. If it’s roleplayed well enough and you think it might be fun, let it work.
Ritual Actions The
control the ritual. With an action and a successful DC 12 Intelligence (Arcana) check or Dexterity check using jeweler’s tools or thieves’ tools, a character adds a component, granting advantage on any
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
creatures of interest. 4: Island Path A wide dirt path slopes up the craggy island, connecting the shore to the south to a towering stone structure at the isle’s northern tip. Standing in the middle
using either mason’s tools or the Sleight of Hand skill. Failing the check causes the runestone to break. Alternatively, any character can remove the cracked runestone and replace it with the stone
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
galleries that lead to the arboretums have the same characteristics. The doors to all connecting areas are closed. Nodules of luminescent fungus hang from the ceiling and walls and grow in clumps on the
Draconic, “Let the sorcerous power illuminate my spirit.” If anyone speaks this sentence aloud while standing on the tile, a puff of spectral flame harmlessly envelops the speaker, granting the target
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
on your forehead, granting you Advantage on Wisdom (Perception) checks; on an 7, pink bubbles float out of your mouth whenever you speak; on an 8, your skin turns a vibrant shade of blue for 24 hours
or until the effect is ended by a Remove Curse spell.
21–24 For the next minute, all your spells with a casting time of an action have a casting time of a Bonus Action.
25–28 You are
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
connecting to area V32. V10: Trapped Black Rose Bearer Both doors to this room are locked. A character can take the key from Guerthel (see area V4), or as an action, a character can use thieves’ tools to
ascend to a railed walkway overlooking the orrery.
This enchanted orrery accurately depicts the current positions of Krynn’s three moons—Solinari, Lunitari, and Nuitari—relative to Krynn. If the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
shelves each hold eight potions in vials (see “Treasure” below). Any character who has a passive Wisdom (Perception) score of 18 or higher notices the shelves are precariously balanced. To safely remove a
invisible stalker. The invisible stalker doesn’t reveal its presence or attack immediately, waiting to do so until the characters either remove a book from the room or try to cross the spiked pit in
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
matching earrings (500 gp for the pair). Hidden at the bottom of the pools’ connecting tunnel, Ihanvas’s treasure includes 200 pp, five tourmaline jewels (100 gp each), +1 plate and a sealed ivory case
that holds seven spell scrolls (two each of detect magic, identify, and lesser restoration, and one of remove curse). Glyph Key. Ihanvas carries a glyph key attuned to this zone, the Warrior Pools, the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
colossus’s legs (area L7) and abdomen (areas L9–area L11), respectively. A 10-foot-wide antigravity well cylinder serves as a spine, connecting to area L9. Treasure. A weapon rack on the wall opposite
powerful magic. As an action, a creature can try to remove the piece. A creature that touches the piece must make a DC 15 Wisdom saving throw. On a failed save, the creature takes 11 (2d10) psychic
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
of a raven. Piyarz is a lawful evil tower sage (see appendix B) who wears a Ring of Fire Resistance, granting him resistance to fire damage. If Cipolla or Porro successfully fled area T12, they’re
planets relative to the lattice, the sages can precisely record the movements of the heavens. The statues are two gargoyles. They’re trained to attack any visitors unaccompanied by a tower sage or tower
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
chapter 9 of the Player’s Handbook. O3. Street Level Several trails lead down into the city, granting a better view of the tableau beneath the ooze. Unlike the figures seen standing staidly along the edges
any light shining through them creating a rainbow pattern. A successful DC 15 Wisdom (Perception) check also spots this difference. Dimensional Gateways. Touching a crystal bauble, or connecting with
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
representative from another city, and a spell scroll of raise dead. Evermoor Way The Evermoor Way has long been a vital trade route, connecting the settlements of the Dessarin Valley with those of the Silver
, the creature can’t benefit from natural healing until the curse is removed with a remove curse spell or similar magic. Forgotten Forest The Forgotten Forest has long been the domain of fey creatures and
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
abandoned her. A local vagrant claims to have seen Aurayaun climb up and remove the sign-shield late on the night she went missing, then vanish into an alley with a cloaked figure. Since then, though
across the harbor mouth and keeping anything larger than a rowboat from entering or leaving. As for land-based attacks, the 400-foot-long causeway connecting the Seatower’s islet to the shore needs no
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
This forest is dense and difficult to travel, with only a few worn footpaths connecting its small clearings. Most of the trees here are old, mighty oaks.
Two dryads, Sonna and Yvra, tend to this
Ancestry trait automatically succeed on the saving throw. An affected creature resists any attempt to forcibly remove it from the garden. If the creature is removed from the garden, it is overcome with
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, beasts with a challenge rating of 2 or lower treat the cursed creature as hostile and do everything they can to avoid it. A remove curse spell or similar magic lifts the curse. Silver Marches Also known as
the “Attack on Triboar” encounter (see chapter 2) when the characters visit the town. Triboar Trail This path meanders south of Neverwinter Wood, connecting the High Road to the Long Road. It’s the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
abandoned her. A local vagrant claims to have seen Aurayaun climb up and remove the sign-shield late on the night she went missing, then vanish into an alley with a cloaked figure. Since then, though
rowboat from entering or leaving. As for land-based attacks, the 400-foot-long causeway connecting the Seatower’s islet to the shore needs no gates or drawbridges, as any attackers foolish enough to