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Returning 35 results for 'continually rely gleaming to have requires'.
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Equipment
fiendish activity. Khyber dragonshards are deep blue or dark violet, laced with gleaming veins.
Khyber dragonshards have a affinity for binding magics. Elemental binding — which is behind
airships, the lightning rail, and elemental galleons — requires a Khyber shard to hold the elemental. Khyber shards are used for phylacteries, planar binding, any other effects that trap or manipulate spirits. Khyber dragonshards are also used for many necromantic rituals.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The kobold makes two Dagger or Chromatic Bolt
requires them not to fawn over their master at all times. They also understand that their frequent proximity to their dragon master means they would probably be the first to die if their master became
Magic Items
Tyranny of Dragons
This gleaming mask is white with highlights of pale blue and is topped by a spined crest. The mask reshapes to fit the face and head of a wearer attuned to it. While you are wearing the mask and
the cold damage dealt.
Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that requires rest to recharge
Monsters
Baldur’s Gate: Descent into Avernus
.
Ray of Sickness (1st-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Ray of Sickness"} to hit, range 60 ft., one creature. Hit: 9
","rollAction":"Ray of Sickness"} for each slot level above 1st.
Scorching Ray (2nd-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction
Monsters
Baldur’s Gate: Descent into Avernus
; Requires a Spell Slot). Ranged Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit"} to hit, range 60 ft., one creature. Hit: 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollDamageType
replacing the normal flail’s striking head. Necromite of Myrkul;Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull Lasher of Myrkul;Skull
Monsters
Fizban's Treasury of Dragons
is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks that rely on
decomposition, and the dragons’ demeanor is typically morbid and curmudgeonly as a result.
Gleaming Gold
Upon hatching, topaz dragon wyrmling;topaz dragon wyrmlings' scales are dull yellow
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that rely on sight.
Web Sense. While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web.
Web Walker. The choldrith ignores movement
supervisors. The choldriths continually jockey for position, although they rarely confront one another in a way that puts the colony at risk. The colony is ruled by a sovereign, who determines which colony
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
Magic Items
Tasha’s Cauldron of Everything
gleaming black alloy of unknown origin, the servant is often described as a combination of a disproportioned dwarf and an oversized beetle. The servant contains enough space for 1 ton of cargo and a
attuned to the artifact.
Attuning to the artifact requires two hours, which can be undertaken as part of a long rest, during which time you must be inside the servant, interacting with its controls
Monsters
Fizban's Treasury of Dragons
saving throws, and the creature’s weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn’t weakened.
Spellcasting (Psionics
creations are ultimately doomed to death and decomposition, and the dragons’ demeanor is typically morbid and curmudgeonly as a result.
Gleaming Gold
Upon hatching, topaz dragon wyrmlings&rsquo
Monsters
Fizban's Treasury of Dragons
’s weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn’t weakened.
Spellcasting (Psionics). The dragon casts one of the
creations are ultimately doomed to death and decomposition, and the dragons’ demeanor is typically morbid and curmudgeonly as a result.
Gleaming Gold
Upon hatching, topaz dragon wyrmling;topaz
Monsters
Fizban's Treasury of Dragons
creature’s weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn’t weakened.
Spellcasting (Psionics). The dragon casts one
beings and their creations are ultimately doomed to death and decomposition, and the dragons’ demeanor is typically morbid and curmudgeonly as a result.
Gleaming Gold
Upon hatching, topaz
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
White Dragon Mask Wondrous item, legendary (requires attunement) This gleaming mask is white with highlights of pale blue and is topped by a spined crest. Its damage type is cold. While you wear the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Singing Sands Features Dyson Logos Map 4.15: Singing Sands View Player Version During the day, the Singing Sands consist of two small dunes of gleaming, crystalline sand. The wind blows the sand
across the desert at 1 mile per hour (10 feet per round). It reflects the sun and shines brightly, imposing disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight within 50
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
transformation. Every use of the ritual must be modified to suit the individual undergoing transformation, and requires rare herbs, exotic magical substances, snakes, and one or more humans to be sacrificed
betters. Leaders rely on this zealotry in their plans, and although they don’t needlessly waste the lives of purebloods on futile actions, most strategies include a fallback option in which mobs
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
White Dragon Mask Wondrous item, legendary (requires attunement) This gleaming mask is white with highlights of pale blue and is topped by a spined crest. Its damage type is cold. While you wear the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Armor of Gleaming Armor (Any Light, Medium, or Heavy), Common This armor never gets dirty. Armor of Invulnerability Armor (Plate Armor), Legendary (Requires Attunement)
You have Resistance to
until you are no longer wearing the armor. Once this property is used, it can’t be used again until the next dawn.
Armor of Resistance Armor (Any Light, Medium, or Heavy), Rare (Requires Attunement
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Iggwilv’s Horn Wondrous Item, Rare (Requires Attunement) You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the
spell requires a saving throw, the spell save DC is 13. Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. Potion of Polychromy Potion, Uncommon
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Eyes of the Eagle Wondrous item, uncommon (requires attunement) These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Eyes of the Eagle Wondrous item, uncommon (requires attunement) These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Knave’s Eye Patch Wondrous item, rare (requires attunement) While wearing this eye patch, you gain these benefits: You have advantage on Wisdom (Perception) checks that rely on sight. If you have the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
activity. Khyber dragonshards are deep blue or dark violet, laced with gleaming veins. Khyber dragonshards have a affinity for binding magics. Elemental binding—which is behind airships, the lightning
rail, and elemental galleons—requires a Khyber shard to hold the elemental. Khyber shards are used for phylacteries, planar binding, any other effects that trap or manipulate spirits. Khyber
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->Eberron: Rising from the Last War
. Khyber dragonshards are deep blue or dark violet, laced with gleaming veins. Khyber dragonshards have an affinity for binding magics. Elemental binding — which is behind airships, the lightning rail
, and elemental galleons — requires a Khyber dragonshard to hold the elemental. Khyber shards are used for phylacteries, planar binding, and other effects that trap or manipulate spirits. Khyber
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the south wall plunges into darkness. On each side of the staircase, a skeletal figure draped in gleaming chain mail stands sagging at attention, holding a rusty halberd. The skeletons, which were
in its frame and requires a successful DC 10 Strength check to force open. The north door is cracked and hangs loose on its hinges; beyond it lies another dust-filled chamber (area K24). The ancient
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
New Magic Items The new magic items described below wait to be claimed in area T10 of Valin’s tomb. Staff of Fate Staff, very rare (requires attunement) This transparent crystal staff can be wielded
breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. Watchful Helm Wondrous item, very rare (requires attunement) While you
Compendium
- Sources->Dungeons & Dragons->Basic Rules (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 directions
, and you have advantage on Wisdom (Perception) checks that rely on sight. You have darkvision out to a range of 120 feet. You can see invisible creatures and objects, as well as see into the Ethereal
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Monster Manual creatures. Practically any terrestrial creature can be turned into an astral-dwelling creature, whether it requires air or not. For example, a stone giant living on an asteroid might rely
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
items in each group according to rarity. Each table entry includes the item’s type and an indication of whether the item requires attunement. Artifacts aren’t included here; they are beyond even major
to choose a different time — perhaps noon, sunset, or midnight — when certain magic items recharge.
Never rely on magic items. They’re so fickle. First, they work, and then they don’t.
On, off, on, off — in the blink of my eye!
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
drops to 0 hit points, whereupon it floods and sinks. The submarine is worth 15,000 gp intact and requires at least one pilot and one engineer to operate. It has a maximum speed of 2 miles per hour and
can hold up to 10 passengers plus 2 tons of cargo. The submarine has the following general features: Interior spaces are unlit. (The drow and the gnomes rely on darkvision to see.) All furnishings and
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
directions, and you have advantage on Wisdom (Perception) checks that rely on sight. You have darkvision out to a range of 120 feet. You can see invisible creatures and objects, as well as see into the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
assist each other in these actions. Other actions come up only rarely. It’s seldom necessary to rely on the action rules during exploration, except to remember that a character can do only one thing at a
something during exploration, you decide whether that action requires an ability check to determine success (as described in the earlier “Resolving Outcomes” section). Certain situations might call
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
feet high.
Light. Phosphorescent moss growing on the walls fills the caves with dim green light, imposing disadvantage on Wisdom (Perception) checks that rely on sight.
Stalagmites. Medium-sized
Intelligence (History) check.
Trees. The trees outside of the lair are 1d6 + 10 feet tall and require no ability checks to climb.
Walls. Wild vines grow on the cave’s walls. Climbing the walls without equipment requires a successful DC 11 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
on Wisdom (Perception) checks that rely on sight. Blessing of Protection (Requires Piety 3+). As a bonus action, you can invoke your god’s protection, providing you with a +1 bonus to your AC for 1
. If you choose to award blessings to the characters in your campaign, use the guidelines in the Dungeon Master’s Guide. If a blessing duplicates the effect of a magic item, it requires a minimum piety
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
requires a successful DC 13 Strength (Athletics) or Dexterity (Acrobatics) check. On a failed check, the creature falls prone in that rubble pile. Phylacteries Within each sepulcher is a scene like the
reveals that disrupting the flow of eldritch energy within a sepulcher will disable the structure. Disrupting the energy flow requires intense concentration. It takes three successful DC 15