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Returning 35 results for 'convicted reduce ground to have replacing'.
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Magic Items
Dungeon Master’s Guide
While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.
Magic Items
Dungeon Master’s Guide
closest to the chosen point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the target isn’t you and can’t be affected by that spell, you become the target instead.
56
.
61–64
Grass covers a 60-foot-radius circle of ground, with the center of that circle as close to the chosen point of origin as possible. Grass that’s already there grows to ten times its
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
":"recharge", "rollAction":"Tendrils of Slumber"}. The nightmare haunt creates spectral tendrils that cover the ground in a 20-foot square that it can see within 30 feet of itself for 1 minute or until it
or take 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Tendrils of Slumber", "rollDamageType":"necrotic"} necrotic damage and have the restrained condition. The affected ground
Monsters
Guildmasters’ Guide to Ravnica
slots): color spray, expeditious retreat, fog cloud, shield
2nd level (3 slots): enlarge/reduce, gust of wind
3rd level (3 slots): counterspell, fly, slow
4th level (3 slots): control water, ice
"} bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water spreads out across the ground, extinguishing unprotected flames it
Monsters
Van Richten’s Guide to Ravenloft
where it died 1d12 months later, unless the ground where it took root is sown with salt or soaked with poison.
Unusual Nature. The plant doesn’t require sleep.Multiattack. The plant makes three
consuming individuals and replacing them with duplicates called podling;podlings. Bodytaker plants view themselves as perfect organisms and seek to dominate the lands where they grow. To their minds, a
Monsters
Bigby Presents: Glory of the Giants
much damage only. If this damage would reduce the target to 0 hit points, the target drops to 1 hit point instead and has the petrified condition, turning into a frozen statue.
If the statue takes
rushes at any foe that dares to challenge it. Emulating sagas of Thrym, the scion can achieve a tremendous feat of strength: creating a glacier in the ground and hurling it skyward, along with any
Monsters
Van Richten’s Guide to Ravenloft
.
Warp Space (Costs 2 Actions). The emissary causes the ground in a 20-foot square that it can see within 90 feet of it to turn into teeth and maws until the start of its next turn. The area becomes
a greater, physically overwhelming form. To destroy an emissary, characters must reduce each of its forms to 0 hit points one after another. Typically, a star spawn emissary is initially encountered
Equipment
reaction to expend 1 of the armor’s charges to deploy a defensive force field. Roll 3d10 and reduce the damage taken by the total rolled.
Propulsion. As a bonus action, you can expend 1 of the
armor’s charges to gain a flying speed equal to your walking speed for 1 minute. If you’re airborne when this duration ends, you fall.
Replacing the Energy Cell. While the armor has charges
Magic Items
Tasha’s Cauldron of Everything
tooth replaces one of your teeth as if you implanted it (potentially replacing another implanted tooth, see below).
Each tooth can only be used once. Track which teeth have been used. If a tooth’s
result is rolled after it’s been used, you draw the next lowest unused tooth on the table.
Sowing Teeth. To sow the tooth, you place it on the ground in an unoccupied space within your reach
Dwarven Plate
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
Your training with the Company of Free Swords has given you an increased stamina and an attitude that make you less likely to succumb to hardships. You gain the following benefits.
Hold the Ground
. When you are moved without using your movement by a creature, you can take a Reaction to reduce the distance you are moved by up to your Speed.
Resolute. You have Advantage on saving throws that would apply a condition.
Shapechange
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0
choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece
monsters
this action again until the start of his next turn.
Jinxed Ground. Charisma Saving Throw: DC 17, each creature within a 20-foot Emanation originating from the sinner. Failure: The target has the
of the lair, if the number rolled on a die to restore Hit Points is even, increase the number rolled by 1. If the number rolled is odd, reduce it by 1.
Run of Bad Luck. Within 1 mile of the lair, a
Wand of Wonder
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
heavily obscured. The butterflies remain for 10 minutes.
50-53
You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell, or if you didn't target a
creature, you become the target.
54-58
You cast darkness.
59-62
Grass grows on the ground in a 60‐foot radius centered on the target. If grass is already there, it grows to ten times its
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
general population and not part of the city per se. It is where Bral’s military forces are based. Most of the ground on the underside is used to grow crops to feed the populace. These fields are tended
by convicted criminals who are housed in barracks and guarded by soldiers. The interior of the Rock, which stretches half a mile from the surface of the topside to the surface of the underside
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
general population and not part of the city per se. It is where Bral’s military forces are based. Most of the ground on the underside is used to grow crops to feed the populace. These fields are tended
by convicted criminals who are housed in barracks and guarded by soldiers. The interior of the Rock, which stretches half a mile from the surface of the topside to the surface of the underside
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dwarven Plate Armor (plate), very rare While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Dwarven Plate Armor (Half-Plate Armor or Plate Armor), Very Rare While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dwarven Plate Armor (Half-Plate Armor or Plate Armor), Very Rare While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Dwarven Plate Armor (plate), very rare While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dwarven Plate Armor (Half-Plate Armor or Plate Armor), Very Rare While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dwarven Plate Armor (plate), very rare While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Dwarven Plate Armor (plate), very rare While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Dwarven Plate Armor (Half-Plate Armor or Plate Armor), Very Rare While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
(Perception) check to find the lost family amid the chaos. 4 A desperate local searching the ground for the 20 sp they lost in the wave is in danger of being trampled by those fleeing. A character can
cause the local to stop searching and move to safety by replacing the lost silver pieces or succeeding on a DC 14 Charisma (Intimidation or Persuasion) check. 5 Drifting debris smashes into characters
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
the following benefits. Hold the Ground. When you are moved without using your movement by a creature, you can take a Reaction to reduce the distance you are moved by up to your Speed. Resolute. You have Advantage on saving throws that would apply a condition.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
(Perception) check to find the lost family amid the chaos. 4 A desperate local searching the ground for the 20 sp they lost in the wave is in danger of being trampled by those fleeing. A character can
cause the local to stop searching and move to safety by replacing the lost silver pieces or succeeding on a DC 14 Charisma (Intimidation or Persuasion) check. 5 Drifting debris smashes into characters
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
expend 1 of the armor’s charges to deploy a defensive force field. Roll 3d10 and reduce the damage taken by the total rolled. Propulsion. As a bonus action, you can expend 1 of the armor’s charges to
gain a flying speed equal to your walking speed for 1 minute. If you’re airborne when this duration ends, you fall. Replacing the Energy Cell. While the armor has charges remaining, its energy cell
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
expend 1 of the armor’s charges to deploy a defensive force field. Roll 3d10 and reduce the damage taken by the total rolled. Propulsion. As a bonus action, you can expend 1 of the armor’s charges to
gain a flying speed equal to your walking speed for 1 minute. If you’re airborne when this duration ends, you fall. Replacing the Energy Cell. While the armor has charges remaining, its energy cell
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
container, or pick up or set down a Tiny object. Glide. When you fall at least 10 feet above the ground, you can use your reaction to extend your skin membranes to glide horizontally a number of feet equal
damage, you can use your reaction to roll a d6. Add your proficiency bonus to the number rolled, and reduce the damage you take by an amount equal to that total (minimum of 0 damage). You can use this
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
container, or pick up or set down a Tiny object. Glide. When you fall at least 10 feet above the ground, you can use your reaction to extend your skin membranes to glide horizontally a number of feet equal
damage, you can use your reaction to roll a d6. Add your proficiency bonus to the number rolled, and reduce the damage you take by an amount equal to that total (minimum of 0 damage). You can use this
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K67. Hall of Bones Once a mess hall for the castle guards, this room is now desecrated ground (see “Wilderness Hazards” in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide). Dark
stains cover the floor of this area. Large oak tables, scarred and beaten, lay scattered like toys about the room, their wood crushed and splintered. Replacing them are furnishings made entirely of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
trapdoor on the roof. The arrow slits of the tower are 4 inches wide and 2 feet tall, and the walls of the fortress are 3 inches thick. Characters who are able to reduce their size or assume gaseous
form can enter the tower through these slits. Treasure The ground floor of the Daern’s instant fortress contains 50,000 cp, 10,000 sp, 10,000 gp, 1,000 pp, 15 assorted gems (100 gp each), and a +2
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
trapdoor on the roof. The arrow slits of the tower are 4 inches wide and 2 feet tall, and the walls of the fortress are 3 inches thick. Characters who are able to reduce their size or assume gaseous
form can enter the tower through these slits. Treasure The ground floor of the Daern’s instant fortress contains 50,000 cp, 10,000 sp, 10,000 gp, 1,000 pp, 15 assorted gems (100 gp each), and a +2
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K67. Hall of Bones Once a mess hall for the castle guards, this room is now desecrated ground (see “Wilderness Hazards” in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide). Dark
stains cover the floor of this area. Large oak tables, scarred and beaten, lay scattered like toys about the room, their wood crushed and splintered. Replacing them are furnishings made entirely of