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Returning 35 results for 'continual reflection gaining to have requires'.
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Monsters
Eberron: Rising from the Last War
this way. Most magewright rituals take 10 minutes to perform, but certain complex rituals can take up to 1 hour. However long the ritual takes, it requires extra material components, usually in the
, lesser restoration (1 hour).
Medicine (+4), herbalism kit
4
Lamplighter
Light. Ritual only: continual flame (1 hour).
Tinker's tools
5
Locksmith
Mending. Ritual only: arcane lock (1
Spell Sniper
Legacy
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Feats
Player’s Handbook (2014)
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
When you cast a spell that requires you to make an attack roll, the spell’s
range is doubled.
Your ranged spell attacks ignore half cover and three-quarters cover.
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer
Monsters
Locathah Rising
gaining those of the creature. If the creature has the same proficiency as Amble and the bonus in its stat block is higher, use the creature's bonus instead of Amble's.
When Amble transforms, they
dropping to 0 hit points, any excess damage carries over their normal form.
Amble can't cast spells, and their ability to speak or take any action that requires hands is limited to the capabilities of
Find Familiar
Legacy
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Spells
Basic Rules (2014)
with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the
familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Climbing Swimming Crawling
Legacy
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Rules
or a swimming speed and use it to swim. At the DM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Sniper Prerequisite: The ability to cast at least one spell You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits: When you cast a
spell that requires you to make an attack roll, the spell’s range is doubled. Your ranged spell attacks ignore half cover and three-quarters cover. You learn one cantrip that requires an attack roll
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Winged Boots Wondrous Item, Uncommon (Requires Attunement) These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1
charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Winged Boots Wondrous Item, Uncommon (Requires Attunement) These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1
charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
A Mysterious Dream After gaining the level 1 benefit and drawback of the scrivener’s mark, the characters experience a dream that comes to them during a time of rest, reverie, or quiet reflection
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
room, is sealed with an Arcane Lock spell that requires a successful DC 30 Dexterity (Sleight of Hand) check using thieves’ tools to open. Lighting Continual Flame spells cast on sconces bathe most
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
.
Light. All areas of the shrine are brightly lit by the continual flame spell cast on torches in sconces.
Open First Level. The lack of doors on the first level of the shrine means that sound
(4d10) psychic damage on a hit. After attacking once, the dragon disappears.
Walls. Climbing the walls of the shrine without equipment requires a successful DC 15 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. The renown system requires the characters to become active participants in the horrors of Kalakeri, encouraging them to ally with evil beings or make uncomfortable concessions to win greater victories
opportunities? Benefits of Renown. Whether the characters back Ramya or Arijani and Reeva, or seek to play both sides, those who advance in their standing with a faction advance in that side’s esteem, gaining
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Quarterstaff of the Acrobat Weapon (Quarterstaff), Very Rare (Requires Attunement) You have a +2 bonus to attack rolls and damage rolls made with this magic weapon. While holding this weapon, you can
(Acrobatics) checks. Attack Deflection (Quarterstaff Form Only). When you are hit by an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your
Speed
Legacy
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Rules
slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, including Dean Tullus, know the password to bypass these spells. Opening a lock requires thieves’ tools and a successful DC 25 Dexterity check (DC 35 while the arcane lock spell is active). Illumination
. Light from the domed skylight and continual flame spells cast on hanging lanterns provide bright illumination throughout the hall. Magic Steps. All steps, including the hall’s grand staircase, shift
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Into the Underdark Little Lockford is situated in the Underdark, but the tunnels leading to the settlement are well traveled and relatively easy to navigate. Stone signs illuminated by continual
Tiny clockwork device that was left behind by a svirfneblin miner. The device produces a miniature flame that can be used to light a candle, torch, or campfire. Using the device requires an action. 6
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
allegiance to the Dragon Queen. Gaining Uvashar’s Favor. Uvashar holds great esteem for those who keep their promises and uphold their end of a deal—especially when it requires a fair amount of skill
and the soul within, which has left Kaylan perpetually hungry for more. Gaining Kaylan’s Favor. Kaylan desires to feed off as many Soul Coins as he can. The characters can give Kaylan three Soul
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Chronolometer Wondrous item, very rare (requires attunement) While attuned to this device, you have a +1 bonus to Intelligence saving throws. The first time you attune to the chronolometer, you
, gaining an additional action on your turn and doubling your speed until the end of the turn. On a 4–6, you go forward in time to warn yourself of what is to come. The next time you fail a saving throw
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Quarterstaff of the Acrobat Weapon (Quarterstaff), Very Rare (Requires Attunement) You have a +2 bonus to attack rolls and damage rolls made with this magic weapon. While holding this weapon, you can
(Acrobatics) checks. Attack Deflection (Quarterstaff Form Only). When you are hit by an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Meditation Rooms Shadowdusk family members use these rooms for silent reflection and contemplation. 23a. Outer Sanctum Soft cushions and woven mats adorn the floor of this fragrant room. Brass
crystal tablet is a legendary magic item that requires attunement by a creature that has proficiency in the Arcana skill. Any creature that attunes to the tablet must make a DC 20 Wisdom saving throw
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
inhabitants of Svardborg aren’t placed on alert. The frost giants have tracked a lot of snow through the main doors. Torch sconces mounted to wooden pillars have continual flame spells cast on them
two rooms is lit by a continual flame spell cast on a sconce and contains four hammocks. Each hammock is suspended between a hook on a central pillar and another hook on one of the surrounding walls. 2C
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
sheets)
Quarterstaff of the Acrobat Weapon (Quarterstaff), Very Rare (Requires Attunement) You have a +2 bonus to attack rolls and damage rolls made with this magic weapon. While holding this weapon
(Acrobatics) checks. Attack Deflection (Quarterstaff Form Only). When you are hit by an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
sheets)
Quarterstaff of the Acrobat Weapon (Quarterstaff), Very Rare (Requires Attunement) You have a +2 bonus to attack rolls and damage rolls made with this magic weapon. While holding this weapon
(Acrobatics) checks. Attack Deflection (Quarterstaff Form Only). When you are hit by an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
new level, a character must train for a number of days before gaining any class features associated with the new level. You can decide whether the character can train independently or requires a trainer
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
than the surrounding forest, and their stone doors are unlocked. 3a. North Guardhouse A rusty lantern hanging from a rafter has a continual flame spell cast on it, brightly illuminating a musty room
requires a successful DC 15 Strength (Athletics) check to force open. Piled behind the doors are broken chairs, shattered benches, and empty chests. Inside the building, characters find the following: Arch
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
take up to 1 hour. However long the ritual takes, it requires extra material components, usually in the form of dragonshards. Magewright
Medium humanoid (any race), any alignment
Armor Class 11
Healer Resistance, spare the dying. Ritual only: detect poison and disease, lesser restoration (1 hour). Medicine (+4), herbalism kit 4 Lamplighter Light. Ritual only: continual flame (1 hour). Tinker’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
D) guard the captives for Overseer Issar, a type 3 yuan-ti malison wearing a red cloth headdress. Issar is more interested in gazing at his own reflection in a hand mirror than overseeing anyone
sleep. The captives are not chained. Presented with an opportunity to escape, most become paralyzed with indecision. Breaking their fugue requires strong words and a successful DC 17 Charisma
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Cleric Spells) Spell School Special Guidance Divination C Light
Continual Flame Evocation M Enhance Ability Transmutation C Find Traps Divination — Gentle Repose Necromancy R, M Hold Person Enchantment C Lesser Restoration Abjuration — Locate Object Divination C Prayer
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Druid Spells) Spell School Special Druidcraft Transmutation
Barkskin Transmutation — Beast Sense Divination C, R Continual Flame Evocation M Darkvision Transmutation — Enhance Ability Transmutation C Enlarge/Reduce Transmutation C Find Traps Divination
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
-foot-high ceilings, with 7-foot-high doorways connecting them. Climbing the outside walls without equipment requires a successful DC 15 Strength (Athletics) check. Each of the doors in the towers, as
the outside. Unless otherwise noted, all areas are brightly lit by continual flame spells cast on wall sconces. Some of the staircases in Kolat Towers are invisible. They are revealed by a see
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Druid Spells) Spell School Special Druidcraft Transmutation
Barkskin Transmutation — Beast Sense Divination C, R Continual Flame Evocation M Darkvision Transmutation — Enhance Ability Transmutation C Enlarge/Reduce Transmutation C Find Traps Divination
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Cleric Spells) Spell School Special Guidance Divination C Light
/Deafness Transmutation — Calm Emotions Enchantment C Continual Flame Evocation M Enhance Ability Transmutation C Find Traps Divination — Gentle Repose Necromancy R, M Hold Person Enchantment C Lesser
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Staff of the Adder Staff, Uncommon (Requires Attunement) As a Bonus Action, you can turn the head of this staff into that of an animate, venomous snake for 1 minute or revert the staff to its
, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard)
This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any
touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can’t have more than one familiar at a time
deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.