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Returning 35 results for 'contents robe glowing to have requires'.
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Magic Items
Dungeon Master’s Guide
64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action.
If the bag is overloaded, pierced, or torn, it is destroyed, and its
contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10
Magic Items
Dungeon Master’s Guide
central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents.
Retrieving an item from the haversack
requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top.
If any of its pouches is overloaded, pierced, or
Magic Items
Dungeon Master’s Guide
. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you
guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.
Monsters
The Wild Beyond the Witchlight
accordingly.”
Combat Notes
War is Zargash’s domain. He wears a rusty chain shirt under his robe and likes to thwart enemy spellcasters by enveloping them in the area of a silence spell. If
. The zombie takes its turn immediately after Zargash. Animating the zombie requires Zargash’s concentration (as if concentrating on a spell). The zombie reverts to an inanimate corpse after 10 minutes, when it drops to 0 hit points, or when Zargash’s concentration ends.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
", "rollAction":"Lullaby of Honks"}; Requires at Least Two Heads). The Goose Mother’s heads honk a discordant lullaby. Each creature of the Goose Mother’s choice within 10 feet of it must make a
, you can use the Goose Egg Trinket table to determine the contents of one of the Goose Mother’s eggs that isn’t destined to hatch into a goose or a giant goose (also described in that book).
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
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
Monsters
Fizban's Treasury of Dragons
an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods
dragon lairs frequently exhibit or develop large and beautiful clusters of amethyst crystals, including massive cathedral geodes split open to show their contents and clusters of crystal points more
Monsters
Fizban's Treasury of Dragons
glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods.
Cosmological Study
Many
split open to show their contents and clusters of crystal points more than a foot in diameter that extend six to ten feet from the interior stone surfaces of the lair. These crystals resonate with the
Bag of Holding
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and
its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures
Handy Haversack
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules
for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The
Heward's Handy Haversack
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules
for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The
Holy Water (flask)
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target
. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.
Ring of Shooting Stars
Legacy
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Magic Items
Basic Rules (2014)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the
4
2d4
3
2d6
2
5d4
1
4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the
Magic Items
Lost Laboratory of Kwalish
armor always weighs 10 pounds, regardless of its pockets’ contents. Placing an object into one of the armor’s pockets follows the normal rules for interacting with objects. Retrieving an
item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top.
Placing the armor inside an extradimensional space
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Robe of Eyes Wondrous item, rare (requires attunement) This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
The robe lets you see in all
11 for light or DC 15 for daylight), ending the blindness on a success.
Robe of Scintillating Colors Wondrous item, very rare (requires attunement)
This robe has 3 charges, and it regains 1d3
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Robe of Eyes Wondrous item, rare (requires attunement) This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
The robe lets you see in all
11 for light or DC 15 for daylight), ending the blindness on a success.
Robe of Scintillating Colors Wondrous item, very rare (requires attunement)
This robe has 3 charges, and it regains 1d3
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Robe of Stars Wondrous Item, Very Rare (Requires Attunement) This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six
stars, located on the robe’s upper-front portion, are particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Robe of Eyes Wondrous Item, Rare (Requires Attunement) This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: All-Around Vision. The robe gives you
Advantage on Wisdom (Perception) checks that rely on sight. Special Senses. You have Darkvision and Truesight, both with a range of 120 feet. Drawbacks. A Light spell cast on the robe or a Daylight spell
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Robe of Eyes Wondrous Item, Rare (Requires Attunement) This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: All-Around Vision. The robe gives you
Advantage on Wisdom (Perception) checks that rely on sight. Special Senses. You have Darkvision and Truesight, both with a range of 120 feet. Drawbacks. A Light spell cast on the robe or a Daylight spell
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Robe of Stars Wondrous Item, Very Rare (Requires Attunement) This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six
stars, located on the robe’s upper-front portion, are particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Robe of Serpents Wondrous item, uncommon (requires attunement) A robe of serpents is a stylish silk garment that is popular among wealthy nobles and retired assassins. The robe is emblazoned with 1d4
+ 3 stylized serpents, all brightly colored. As a bonus action on your turn, you can transform one of the robe’s serpents into a giant poisonous snake. The snake instantly falls from the robe
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Robe of Stars Wondrous item, very rare (requires attunement) This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six
stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Robe of Summer Wondrous item, rare (requires attunement) This elegant garment is made from fine cloth in hues of red, orange, and gold. While you wear the robe, you have resistance to cold damage. In
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Robe of Serpents Wondrous item, uncommon (requires attunement) A robe of serpents is a stylish silk garment that is popular among wealthy nobles and retired assassins. The robe is emblazoned with 1d4
+ 3 stylized serpents, all brightly colored. As a bonus action on your turn, you can transform one of the robe’s serpents into a giant poisonous snake. The snake instantly falls from the robe
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Robe of Stars Wondrous Item, Very Rare (Requires Attunement) This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six
stars, located on the robe’s upper-front portion, are particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Robe of the Archmagi Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard) This elegant garment is made from exquisite cloth of white, gray, or black and adorned with
silvery runes. The robe’s color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can’t attune to a robe of the archmagi
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Robe of the Archmagi Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard) This elegant garment is made from exquisite cloth of white, gray, or black and adorned with
silvery runes. The robe’s color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can’t attune to a robe of the archmagi
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Robe of Stars Wondrous item, very rare (requires attunement) This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six
stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Robe of Stars Wondrous Item, Very Rare (Requires Attunement) This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six
stars, located on the robe’s upper-front portion, are particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Robe of Summer Wondrous item, rare (requires attunement) This elegant garment is made from fine cloth in hues of red, orange, and gold. While you wear the robe, you have resistance to cold damage. In
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Robe of the Archmagi Wondrous Item, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits
while wearing the robe. Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Robe of the Archmagi Wondrous Item, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits
while wearing the robe. Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Robe of the Archmagi Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard) This elegant garment is made from exquisite cloth of white, gray, or black and adorned with
silvery runes. The robe’s color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can’t attune to a robe of the archmagi
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Robe of the Archmagi Wondrous Item, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits
while wearing the robe. Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Robe of the Archmagi Wondrous Item, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits
while wearing the robe. Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2.