Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'conviction returns gain to have rot'.
Other Suggestions:
condition return gain to have rot
condition returns gain to have rot
conviction returner gain to have rot
connection return game to have rot
connection returns gain to have rot
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can’t regain hit points or gain
creature, rot grubs instinctively chew their way toward vital parts.
Rot grubs recoil from flames, and fire is the main weapon against rot grubs once they’re inside a body. Magic that neutralizes
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollAction":"Green Slime Pot","rollDamageType":"acid"} acid damage at the start of each of its turns.
Rot Grub Pot. The kobold throws a clay pot into a 5-foot-square space within 20 feet of it, and it
breaks open on impact. A swarm of rot grubs emerges from the shattered pot and remains a hazard in that square.
Scorpion on a Stick. The kobold makes a melee attack with a scorpion (see the Monster
Magic Items
Princes of the Apocalypse
This backpack contains the spirit of an air elemental and a compact leather balloon. While you’re wearing the backpack, you can deploy the balloon as an action and gain the effect of the
levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you’re falling and gain the effect of the feather
Monsters
Van Richten’s Guide to Ravenloft
otherwise uses the controlled body’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
If the carrionette’s body is destroyed, both the
carrionette and the target die. A protection from evil and good spell cast on the controlled body drives the carrionette out and returns the consciousness of both creatures to their original bodies
Backgrounds
Planescape: Adventures in the Multiverse
the multiverse, one must act on instinct alone.
Feature: Conviction
You gain the Scion of the Outer Planes feat. In addition, members of your organization provide you free, modest lodging and food at any of their holdings or the homes of other faction members.
Prerequisite: Planescape Campaign
You subscribe to a philosophy that seeks to understand the nature of the planes or some hidden truth of the multiverse. You draw strength from your conviction and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spells and other magical effects.
Soul Thirst. When it reduces a creature to 0 hit points, the shadar-kai can gain temporary hit points equal to half the creature’s hit point maximum. While the
target has disadvantage on saving throws until the end of the shadar-kai’s next turn. Hit or Miss: The dagger magically returns to the shadar-kai’s hand immediately after a ranged attack
Monsters
Mordenkainen Presents: Monsters of the Multiverse
following effects:
Savage Predators. Predatory beasts within 6 miles of the lair become unusually savage, killing far more than what they need for food. Carcasses of prey are left to rot in an unnatural
most devoted followers gain the Gnashing Jaws action and the Rampage bonus action, while cult leaders gain the Aura of Bloodthirst trait.
Gnashing Jaws. Melee Weapon Attack: bonus to hit equal to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Lord grants its cultists special abilities. Lesser followers can gain the Liquid Movement trait. The most dedicated devotees of ooze can also gain the Slimy Organs trait.
Liquid Movement. As an action
returns to the space where it began this movement.
Slimy Organs. This creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Whenever this creature suffers a
Magic Items
The Book of Many Things
attaching the sphere to the weapon. The weapon becomes a magic weapon with a +1 bonus to attack and damage rolls. While wielding this weapon, you gain the following benefits:
Dimensional Anchor. You have
banished creature returns, it reappears in the space it left or the nearest unoccupied space if that space is occupied. Once this property is used, it can’t be used again until the next dawn
Monsters
The Book of Many Things
Euryale’s story and unwavering conviction.
These medusas are divinely empowered champions, drawing their power from a cosmic truth, the will of a deity, or the primal forces of nature. They
DC 15 Constitution saving throw. On a failed save, a target’s speed is reduced to 0 and can’t increase. On a successful save, its speed is halved. The target’s speed returns to normal
Monsters
Mordenkainen Presents: Monsters of the Multiverse
rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary Wand of Orcus, which is described in the
", "rollType":"roll", "rollAction":"Days"} days.
Cultists of Orcus
Orcus grants his rank-and-file cultists the Undying Soul trait, and his cult leaders can gain the Aura of Death trait.
Undying Soul
Backgrounds
Guildmasters’ Guide to Ravnica
an established place in the hierarchy of the Boros Legion. You can requisition simple equipment for temporary use, and you can gain access to any Boros garrison in Ravnica, where you can rest in safety
;Society functions only if people do their duty and respect the chain of command. (Lawful)
6
Conviction. Anything worth doing is worth doing with your whole heart. (Lawful)
Bonds
Swarm of Rot Grubs
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can't regain hit points or gain temporary hit
;{"diceNotation":"1d4","rollType":"roll","rollAction":"Bites"} rot grubs. At the start of each of the target's turns, the target takes 1d6;{"diceNotation":"1d6","rollType":"damage","rollAction":"Bites
Magic Items
The Book of Many Things
*
65
Warrior
66
Well
67–00
Roll again
*Found in the Deck of Many Things as depicted in the Dungeon Master’s Guide
Aberration. You gain telepathy within a range of 90
the transformation early. When you revert to your normal form, you return to the same state you were in when you initially transformed.
Book. You gain the ability to speak, read, and write 1d6 + 2
Magic Items
Guildmasters’ Guide to Ravnica
can see through the eagle’s eyes and hear what it hears until the start of your next turn, and you gain the benefit of its keen sight. During this time, you are deaf and blind with regard to your
over someone’s body, either to impersonate that person for a brief time or to extract secrets from their mind. When the mission is complete, the creature returns to you, reports its success
Magic Items
Keys from the Golden Vault
banished using magic such as the dispel evil and good spell. The banished spirit returns to the book.
Adjusted Ability Scores. After you spend the requisite amount of time reading and studying the book
appear on your face, your eyes might become glossy black, or horns might sprout from your forehead. Or you might become wizened and hideous, lose all facial features, gain a forked tongue, or some
Monsters
Fizban's Treasury of Dragons
realize they enjoy hunting together.
5
A tempestuous marid continually floods the carefully dried-out lair of a topaz dragon.
6
A sahuagin baron attempts to gain the support of other sahuagin
returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The existing abundance of crystals and topazes remains, but new ones form at a
spells
on each of your turns, you can direct it to fly at and strike a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 2d8 Necrotic damage, and you gain Temporary Hit
Points equal to half the damage dealt. After the sickle hits or misses, it returns to hover in your space.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.
monsters
and begins to subvert and corrupt the environment around it. Its voracious hunger and baleful presence causes the ecosystem to wither and rot. Plants grow wild, but they are covered with tumors and
.
Homefield Advantage. The area infested by the colour offers a variety of benefits to the creatures that aid it. Creatures under the colour’s influence gain the Mythos tag and the following
monsters
(included in the attack) and returns to the mulventok’s hand at the end of their turn.
War Leader. The mulventok’s very presence is inspiring to their allies. Allies in 30-foot Emanation
originating from the mulventok gain a +1 bonus to attack rolls and ability checks, provided they don’t oppose the mulventok’s imprinted goal. Multiattack. The mulventok makes two melee
Monsters
Mordenkainen's Fiendish Folio Volume 1
":"damage","rollAction":"Entropic Touch","rollDamageType":"necrotic"} necrotic damage, and the target must succeed on a DC 22 Constitution saving throw or gain one level of exhaustion.
Summon Slaadi
creatures wither and rot within the entropic energy emanated by Ygorl’s magic.Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksAcid, Cold, Fire, Lightning, Thunder
feats
General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)
You excel at thrown weapons. You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1
hurl the weapon in such a way that it returns to you. When you make a ranged attack with a Returning weapon, the weapon returns to you immediately after hitting or missing the target. You can catch the weapon if you have a hand free to do so.)
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Swarm of Rot Grubs Rot grubs are finger-sized maggots that eat living and dead creatures, although they can survive on vegetation. They infest corpses and piles of decaying matter and attack anyone
that disturbs them. After burrowing into a creature, rot grubs instinctively chew their way toward vital parts. Rot grubs recoil from flames, and fire is the main weapon against rot grubs once they’re
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Swarm of Rot Grubs Rot grubs are finger-sized maggots that eat living or dead flesh, although they can subsist on plant matter. They infest corpses and piles of decaying matter and attack living
creatures that disturb them. After burrowing into the flesh of a living creature, a rot grub instinctively chews its way toward the heart in order to kill its host. Rot grubs pose a threat both singly and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Swarm of Rot Grubs Rot grubs are finger-sized maggots that eat living or dead flesh, although they can subsist on plant matter. They infest corpses and piles of decaying matter and attack living
creatures that disturb them. After burrowing into the flesh of a living creature, a rot grub instinctively chews its way toward the heart in order to kill its host. Rot grubs pose a threat both singly and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Swarm of Rot Grubs Rot grubs are finger-sized maggots that eat living and dead creatures, although they can survive on vegetation. They infest corpses and piles of decaying matter and attack anyone
that disturbs them. After burrowing into a creature, rot grubs instinctively chew their way toward vital parts. Rot grubs recoil from flames, and fire is the main weapon against rot grubs once they’re
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
beyond any fines imposed) from anyone convicted by a magister, per conviction 1 dragon per conveyance leaving the city, empty or full 5 dragons per ship that touches dock in Waterdeep (except for city
ships and diplomatic vessels), collected from the captain and covering a stay of up to fourteen days (a ship that leaves the harbor and returns during that time pays the tax upon reentry) In times of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
beyond any fines imposed) from anyone convicted by a magister, per conviction 1 dragon per conveyance leaving the city, empty or full 5 dragons per ship that touches dock in Waterdeep (except for city
ships and diplomatic vessels), collected from the captain and covering a stay of up to fourteen days (a ship that leaves the harbor and returns during that time pays the tax upon reentry) In times of
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
raid just as another group returns, laden with severed heads, sacks of loot, and armfuls of food. Warriors also serve as scouts, bringing back detailed reports about the surrounding area so that the
laden wagon or after heroically defending it from thieves gain great respect and advance higher in the tribe’s pecking order.
All Are Fighters
Most of the orcs that stay behind when the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had. Restriction: Knighthood Purple Dragon knights are tied to a specific order of Cormyrean
high standing are expected to conduct themselves with grace. At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had. Restriction: Knighthood Purple Dragon knights are tied to a specific order of Cormyrean
high standing are expected to conduct themselves with grace. At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
(3rd level) The Faceless Lord’s followers are bizarre loners who prefer the company of slimes and oozes to other creatures. They gain the hardiness of a slime at the cost of their minds. Lesser followers
gain the Liquid Movement trait. The most dedicated devotees of ooze also gain the Slimy Organs trait. Liquid Movement. As an action, this creature can move up to 20 feet through spaces no more than
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
(3rd level) The Faceless Lord’s followers are bizarre loners who prefer the company of slimes and oozes to other creatures. They gain the hardiness of a slime at the cost of their minds. Lesser followers
gain the Liquid Movement trait. The most dedicated devotees of ooze also gain the Slimy Organs trait. Liquid Movement. As an action, this creature can move up to 20 feet through spaces no more than
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
stench of rot and decay wraps around you, seemingly threatening to penetrate your flesh and pervade your soul.
Yestabrod’s Garden of Welcome is a pale reflection of the true horrors surrounding
Wisdom saving throw or gain one level of madness (see “Madness” in chapter 2). Characters can discern the shapes of writhing creatures inside each lump. Most of these are humanoids, though a few of the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Benefits of the Rest. To start a Long Rest, you must have at least 1 Hit Point. When you finish the rest, you gain the following benefits: Regain All HP. You regain all lost Hit Points and all spent Hit
Point Dice. If your Hit Point maximum was reduced, it returns to normal. Ability Scores Restored. If any of your ability scores were reduced, they return to normal. Exhaustion Reduced. If you have the