Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'continually replaces grinding to have requires'.
Other Suggestions:
continually replaced gaining to have require
continual replace granting to have requires
continually replaces gaining to have require
continual replaces granting to have requires
continually replaced grinding to have require
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Ersatz Eye Wondrous item, common (requires attunement) This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Ersatz Eye Wondrous item, common (requires attunement) This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Arcane Propulsion Armor Prerequisite: 14th-level artificer
Item: A suit of armor (requires attunement) The wearer of this armor gains these benefits: The wearer’s walking speed increases by 5 feet
to the wearer and reattaches. The armor can’t be removed against the wearer’s will. If the wearer is missing any limbs, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Arcane Propulsion Armor Prerequisite: 14th-level artificer
Item: A suit of armor (requires attunement) The wearer of this armor gains these benefits: The wearer’s walking speed increases by 5 feet
to the wearer and reattaches. The armor can’t be removed against the wearer’s will. If the wearer is missing any limbs, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them. If you take a feature that replaces another feature, you gain no benefit from the replaced one and don’t qualify for anything in the game that requires it.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them. If you take a feature that replaces another feature, you gain no benefit from the replaced one and don’t qualify for anything in the game that requires it.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them. If you take a feature that replaces another feature, you gain no benefit from the replaced one and don’t qualify for anything in the game that requires it.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them. If you take a feature that replaces another feature, you gain no benefit from the replaced one and don’t qualify for anything in the game that requires it.
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->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->Monster Manual (2014)
carries out its tasks properly. Wreathed in Flame. The fire wreathing a flameskull burns continually, giving off bright light that the creature controls. It uses those flames as a weapon, focusing them to
curse spell is cast on them.
Spellcasting. The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
supplier in all the planes. As the lord of Dis, he oversees a mining and smelting operation that continually churns out weapons and armor. Using some of the great number of secret techniques Dispater has
unearthed over his lifetime, the foundries of Dis produce deadly armaments that help to stem the abyssal tide. The fighting requires constant reinforcements, creating a voracious appetite for the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
supplier in all the planes. As the lord of Dis, he oversees a mining and smelting operation that continually churns out weapons and armor. Using some of the great number of secret techniques Dispater has
unearthed over his lifetime, the foundries of Dis produce deadly armaments that help to stem the abyssal tide. The fighting requires constant reinforcements, creating a voracious appetite for the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
carries out its tasks properly. Wreathed in Flame. The fire wreathing a flameskull burns continually, giving off bright light that the creature controls. It uses those flames as a weapon, focusing them to
curse spell is cast on them.
Spellcasting. The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K74. North Dungeon The rusty iron door connecting this hall to area K73 is submerged in 5 feet of water and requires a successful DC 10 Strength (Athletics) check to open. A mold-covered ceiling
requires 1 minute and a successful DC 20 Dexterity check. The check is made with disadvantage if the character is trying to pick the lock from inside the cell. If the check fails, the character can try
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
skilled artistry remains apparent. The living monkeys chatter and shriek continually, and the gorge echoes with the sound of their cries. Occasionally, the echoes from up and down the gorge overlap
effectively only 15 feet, while jumping from low to high is effectively 25 feet. Crumbling remains of the parapets shorten the distance by another 5 feet, but landing on one of those thin surfaces requires a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K74. North Dungeon The rusty iron door connecting this hall to area K73 is submerged in 5 feet of water and requires a successful DC 10 Strength (Athletics) check to open. A mold-covered ceiling
requires 1 minute and a successful DC 20 Dexterity check. The check is made with disadvantage if the character is trying to pick the lock from inside the cell. If the check fails, the character can try
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
skilled artistry remains apparent. The living monkeys chatter and shriek continually, and the gorge echoes with the sound of their cries. Occasionally, the echoes from up and down the gorge overlap
effectively only 15 feet, while jumping from low to high is effectively 25 feet. Crumbling remains of the parapets shorten the distance by another 5 feet, but landing on one of those thin surfaces requires a
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
requires quelling all the crypt hauntings and defeating the ghosts. When this happens, a sigh like grinding stone echoes through the crypt, and each room momentarily flickers with light. No more crypt
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Baba Yaga’s Mortar and Pestle Wondrous item, artifact (requires attunement) The creations of the immortal hag Baba Yaga defy the laws of mortal magic. Among the notorious implements that cement her
own, grinding the contents of the mortar into a mush or fine powder that’s equally useful for cooking or alchemy. At the start of each of your turns, whatever is in the mortar takes 4d10 force damage
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Baba Yaga’s Mortar and Pestle Wondrous item, artifact (requires attunement) The creations of the immortal hag Baba Yaga defy the laws of mortal magic. Among the notorious implements that cement her
own, grinding the contents of the mortar into a mush or fine powder that’s equally useful for cooking or alchemy. At the start of each of your turns, whatever is in the mortar takes 4d10 force damage
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
requires a successful DC 10 Wisdom (Perception) check to notice the south door that leads into area 18A. Once that door is opened, the gas dissipates. 18A. False Crypt Beyond the door, a stairway leads
to shake and stones will begin to come down from the ceiling. Obviously the place is beginning to collapse, but take your time detailing the increasing rumblings, tremors, grinding noises, falling
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
requires quelling all the crypt hauntings and defeating the ghosts. When this happens, a sigh like grinding stone echoes through the crypt, and each room momentarily flickers with light. No more crypt
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
fear. Niche F. In a scene that shows various forms of crafting, twelve commoners are busy weaving rugs and baskets, carving totems, making pots, grinding stones for weapons, and making clothes. Treasure
digger completely, and the trapped character can’t breathe until dug out. Struggling out on one’s own requires a successful DC 15 Strength (Athletics) check, and doing so takes 1 minute. Door. When the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
fear. Niche F. In a scene that shows various forms of crafting, twelve commoners are busy weaving rugs and baskets, carving totems, making pots, grinding stones for weapons, and making clothes. Treasure
digger completely, and the trapped character can’t breathe until dug out. Struggling out on one’s own requires a successful DC 15 Strength (Athletics) check, and doing so takes 1 minute. Door. When the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
closed peepholes at dwarf’s-eye height. Opening the peepholes allows one to see into the room beyond. The bar is easily lifted from this side, but breaking down the door requires a successful DC 20
tunnel leads to the Darklake Docks. DUERGAR ALCHEMIST
A duergar alchemist carries two vials of acid and two flasks of alchemist’s fire. It uses the normal duergar stat block but replaces the Javelin
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
requires a successful DC 10 Wisdom (Perception) check to notice the south door that leads into area 18A. Once that door is opened, the gas dissipates. 18A. False Crypt Beyond the door, a stairway leads
to shake and stones will begin to come down from the ceiling. Obviously the place is beginning to collapse, but take your time detailing the increasing rumblings, tremors, grinding noises, falling
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
magically turns so that the winged horses “glide” overhead continually in a counterclockwise direction. Hidden in the bed’s headboard is a secret compartment that can be found with a DC 15 Wisdom
pried loose, is worth only 100 gp, but the fifty gemstones embedded in the bed frame are worth 100 gp each. Prying out a single gem requires an action. Six gold-spun tapestries (each worth 2,500 gp
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
magically turns so that the winged horses “glide” overhead continually in a counterclockwise direction. Hidden in the bed’s headboard is a secret compartment that can be found with a DC 15 Wisdom
pried loose, is worth only 100 gp, but the fifty gemstones embedded in the bed frame are worth 100 gp each. Prying out a single gem requires an action. Six gold-spun tapestries (each worth 2,500 gp
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
closed peepholes at dwarf’s-eye height. Opening the peepholes allows one to see into the room beyond. The bar is easily lifted from this side, but breaking down the door requires a successful DC 20
tunnel leads to the Darklake Docks. DUERGAR ALCHEMIST
A duergar alchemist carries two vials of acid and two flasks of alchemist’s fire. It uses the normal duergar stat block but replaces the Javelin
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
wood. D4. Confused Constructs The ground here is spongy and carpeted in soft green grasses. Heavy footfalls and shrieks of grinding metal emanate from the mists. A muddy steel crate rests amid the
its contents, lessening the explosion to 5 feet. This requires an action and a successful DC 15 Intelligence (Arcana) check. If the crate is covered with at least 10 feet of earth, the damage is
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
encounter. This table replaces the random encounter tables in chapter 2 for as long as the party remains in the Labyrinth. RANDOM ENCOUNTER LOCATIONS
Random encounters in the Labyrinth take place in one
so requires a successful DC 11 Dexterity (Stealth) check. On a failed check, the demons detect the party member and attack. Manes Characters can hear the mewling of this vile mob long before it
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
replaces Esclarotta’s, and he crashes the castle to keep it from falling into enemy hands (see “Developments”). Treasure If the characters insist on tearing out the valuable control elements, they can pry
control mechanism requires a long period of extremely difficult and expensive work, though a wish spell could accomplish it. Developments The castle might crash, depending on the actions of the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
wood. D4. Confused Constructs The ground here is spongy and carpeted in soft green grasses. Heavy footfalls and shrieks of grinding metal emanate from the mists. A muddy steel crate rests amid the
its contents, lessening the explosion to 5 feet. This requires an action and a successful DC 15 Intelligence (Arcana) check. If the crate is covered with at least 10 feet of earth, the damage is
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
deadfalls, which the kobolds set up either to kill intruders or to block off key areas of the warren as invaders approach those places. Since the tribe is continually migrating and expanding its
residents always know the shortest path to that tunnel. Usually an escape tunnel is rigged with traps to slow pursuers and ends in a narrow opening that requires even kobolds to squeeze through, to keep