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Returning 35 results for 'conquest rounded gain to have reflection'.
Magic Items
Dungeon Master’s Guide
Vecna the Archlich;Vecna was a mighty wizard who, through magic and conquest, forged a terrible empire. For all his power, however, Vecna feared death and took steps to prevent his demise by becoming
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
Magic Items
Dungeon Master’s Guide
which you are proficient appears on your person. The DM chooses the weapon.
Knight. You gain the service of a Knight, who magically appears in an unoccupied space you choose within 30 feet of
. 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
Monstrous Compendium Vol. 1: Spelljammer Creatures
. The new fractines occupy the space formerly occupied by the original fractine, and each new fractine has hit points equal to half the original’s, rounded down. If the original fractine had a
. A fractine can also imprison a creature inside a demiplane contained within its two-dimensional form, the prisoner’s distorted reflection visible in the fractine’s glassy surface
Monsters
Bigby Presents: Glory of the Giants
lava in its mighty hand and schemes to resume its ancient campaigns of conquest, preferably at the head of a fire giant army.
Regional Effects
The region surrounding a scion of Surtur is altered by
almost nonexistent within 6 miles of the scion, parching the land and withering most plant life.
Empowered Fire Giants. Fire giants within 1,000 feet of the scion gain a +8 bonus to attack and damage
Monsters
Bigby Presents: Glory of the Giants
’s form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of lava in its mighty hand and schemes to resume its ancient campaigns of conquest
plant life.
Empowered Fire Giants. Fire giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls.
If the scion dies, existing ore remains, but new veins of ore stop forming. The
Magic Items
Storm King's Thunder
their materials and properties vary.
The Korolnor Scepter is a tapered mithral rod as thick and long as a dwarf’s forearm, with a small platinum knob at the bottom and a rounded disk adorned
with a ring of seven tiny blue gems at the top.
You gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic club.
You can use the properties of the Wyrmskull
Classes
Tasha’s Cauldron of Everything
tools.
Spell Slots. Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots.
Class Features
As an artificer, you gain the following class features.
artificer isn’t your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, thieves’ tools, tinker’s
feats
Constitution score (rounded up to the nearest 5 feet). If you already have a swimming speed, it instead increases by 10 feet.
You triple your Constitution modifier when calculating how long you can hold your breath.
You gain resistance to cold damage.
You have undergone extensive underwater training. You gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
You gain a swimming speed equal to twice your
feats
Your image is separated from you, making you unable to cast a reflection or a shadow, but you’re able to easily slip notice. You gain the following benefits.
Inscrutable. Creatures have
Eye and Hand of Vecna
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his
, and you gain the following benefits:
You have truesight.
You can use an action to see as if you were wearing a ring of X-ray vision. You can end this effect as a bonus action.
The eye has 8
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
3rd Oath Spells, Channel Divinity 7th Aura of Conquest (10 ft.) 15th Scornful Rebuke 18th Aura of Conquest (30 ft.) 20th Invincible Conqueror Oath Spells You gain oath spells at the paladin levels
, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. Aura of Conquest Starting at
useful skills. You gain the following benefits:
Your walking speed increases by 5 feet.
Immediately after rolling initiative, you can use your reaction before the first turn of combat to draw a
weapon and move up to half your speed (rounded up). If you end this movement within reach of another creature, you can use the weapon to make one melee attack against that creature.
When you are hit by
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Proficiencies Gained. If artificer isn’t your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, thieves’ tools, tinker’s tools
. Spell Slots. Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
certain levels. Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total (minimum of 1) to your hit point maximum
. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up). When your Constitution modifier increases by 1, your hit point maximum
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
certain levels. Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total (minimum of 1) to your hit point maximum
. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up). When your Constitution modifier increases by 1, your hit point maximum
Feats
Bigby Presents: Glory of the Giants
proficiency bonus (rounded down), chosen from the Rune Spells table. Whenever you finish a long rest, you can inscribe each rune you know onto one nonmagical weapon, armor, piece of clothing, or other
until you finish a long rest. Your spellcasting ability for this feat is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Each time you gain a level, you can replace one of the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, it counts as a secret learned for the whole party. Revealing Secrets A character can magically spend a secret like currency, revealing it to the multiverse to gain a momentary boon. To do this, the
immediately loses its power and counts as revealed. It remains in the minds of every character in the party, but the characters gain no benefit from revealing the secret. Keeping Secrets When the
classes
Basic Rules (2014)
mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.
Well-Rounded
20th
+6
Extra Attack (3)
Class Features
As a fighter, you gain the following class features.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Cult of Zariel Goals: Conquest, glory in battle, fame and fortune derived from military victory Typical Cultist: Berserker, cult fanatic, cultist, gladiator, guard, knight, veteran Signature Spells
Maglubiyet and his priests. Zariel’s cultists can gain the Ferocious Surge trait. Cult leaders can also gain the Infernal Tactics trait. Ferocious Surge (Recharges after a Short or Long Rest). When this
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
artificer.
Proficiencies Gained. If artificer isn’t your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, thieves
’ tools, tinker’s tools.
Spell Slots. Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots.
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
laden wagon or after heroically defending it from thieves gain great respect and advance higher in the tribe’s pecking order.
All Are Fighters
Most of the orcs that stay behind when the
rangers might be familiar with many of these symbols, enabling them to keep their charges from inadvertently stumbling into a tribe’s territory.
Colors of Conquest
Three colors have special meaning
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
people swear by a well-rounded liberal-arts education. But the lore you seek out is a little more useful in its application. Knowing the capital cities of all the nations of the world might be nice on
ability to mess with others’ minds is a skill that needs to be used cautiously and wisely. Otherwise, you’ll never gain the much-needed trust that’s part and parcel of being an effective business leader.
Equipment
gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one level
within 60 feet gain the Invisible condition for 1 minute or until they attack or cast a spell.
27–28
Tendrils of life flow from the nearest creature to others. It must make a DC 15
Equipment
as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one
creatures within 60 feet gain the Invisible condition for 1 minute or until they attack or cast a spell.
27–28
Tendrils of life flow from the nearest creature to others. It must make a DC 15
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
have. Rune Magic. You know a number of runes equal to half your proficiency bonus (rounded down), chosen from the Rune Spells table. Whenever you finish a long rest, you can inscribe each rune you
). Each time you gain a level, you can replace one of the runes you know with another one from the Rune Spells table. Rune Spells Rune Spell Cloud Fog cloud Death Inflict wounds Dragon Chromatic orb
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
damage as it passes through them. A fractine can also imprison a creature inside a demiplane contained within its two-dimensional form, the prisoner’s distorted reflection visible in the fractine’s
toward some unknown destination, with a beholder’s distorted reflection in its surface. Initially, I feared it was some kind of vessel. Now I believe the beholder was the mirror’s prisoner.
As the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
platinum knob at the bottom and a rounded disk adorned with a ring of seven tiny blue gems at the top. You gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
another class if you are already an artificer. Proficiencies Gained. If artificer isn’t your initial class, here are the proficiencies you gain when you take your first level as an artificer: light
armor, medium armor, shields, thieves’ tools, tinker’s tools. Spell Slots. Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots.
Equipment
gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one
creatures within 60 feet gain the Invisible condition for 1 minute or until they attack or cast a spell.
27–28
Tendrils of life flow from the nearest creature to others. It must make a DC 15
Equipment
gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one
within 60 feet gain the Invisible condition for 1 minute or until they attack or cast a spell.
27–28
Tendrils of life flow from the nearest creature to others. It must make a DC 15
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, and a third of
your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
(rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table. If you have more than one spellcasting class, this table might
you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have
Compendium
- Sources->Dungeons & Dragons->Monster Manual
faded.
4 An explorer transformed and compelled to defend a cursed ruin.
5 A vain noble whose magical attempt to gain eternal beauty backfired.
6 The victim of a bite from a magical
30-foot Cone. If the medusa sees its reflection in the Cone, the medusa must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if
Equipment
gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one
within 60 feet gain the Invisible condition for 1 minute or until they attack or cast a spell.
27–28
Tendrils of life flow from the nearest creature to others. It must make a DC 15
Equipment
gain one level of contamination (see Appendix C of Monsters of Drakkenheim).
Arcane Anomalies
1d100
Arcane Anomalies
01–02
A resonant cascade of eldritch phenomena! The
All creatures within 60 feet gain the Invisible condition for 1 minute or until they attack or cast a spell.
27–28
Tendrils of life flow from the nearest creature to others. It must make a