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                        Returning 13 results for 'count with reappear'.
                    
                
                        
                            
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                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     trapped in a harmless extradimensional space for 1d4 minutes. You draw no more cards. You then reappear in the space you left or the nearest unoccupied space. When you reappear, you must succeed on a DC 11
                                                
                                            
                                                
                                                     draw from the deck again; together, the two draws count as one of your declared draws.
Night. You gain darkvision within a range of 300 feet. This darkvision lasts for 8 hours.
Order. You gain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     Evard’s black tentacles. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to
                                                
                                            
                                                
                                                     to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you’ve seen (pond size or larger
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.  Swarmkeeper Spells   Ranger
                                                
                                            
                                                
                                                    , you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     in combat. A Far Realm friend that is killed does not reappear in front of the rift. If that character is subsequently rolled on initiative count 10, no Far Realm friend enters the fight that round
                                                
                                            
                                                
                                                     appear in front of the planar rift. On initiative count 10 each round, roll on the Far Realm Friends table to determine which of those manifestations vanishes from before the rift, appears suddenly in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                     reduced to dust. Unless noted otherwise, a character’s life expectancy is around 100 years. If a character is killed in this way, the multiversal glitch causes them to reappear somewhere out of the other
                                                
                                            
                                                
                                                     present, roll on the House of Liars Defenses table each round at initiative count 0. House of Liars Defenses  d4 Event   1 Mocking Winds. A blast of powerful wind that sounds like Shemeshka’s laughter
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     have resistance to cold damage. All the ghouls act on the same initiative count. The characters encounter four ghouls initially, with another group of four ghouls appearing each round on the ghouls
                                                
                                            
                                                
                                                    , only to reappear 24 hours later in the place where Nass died. The ghost is doomed to haunt the island until it acquires The Codicil of White, whereupon it achieves its final rest and ceases to exist
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     energies reflect, refract, and collide with another producing ongoing effects. Roll another Arcane Anomaly, then once more on Initiative count 20 for the next 1d4 rounds.
03–04
Gravity breaks
                                                
                                            
                                                
                                                     triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15 Intelligence saving
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     resulting energies reflect, refract, and collide with another producing ongoing effects. Roll another Arcane Anomaly, then once more on Initiative count 20 for the next 1d4 rounds.
03–04
                                                
                                            
                                                
                                                    –60
The triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     reflect, refract, and collide with another producing ongoing effects. Roll another Arcane Anomaly, then once more on Initiative count 20 for the next 1d4 rounds.
03–04
Gravity breaks
                                                
                                            
                                                
                                                     triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15 Intelligence saving
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     energies reflect, refract, and collide with another producing ongoing effects. Roll another Arcane Anomaly, then once more on Initiative count 20 for the next 1d4 rounds.
03–04
Gravity
                                                
                                            
                                                
                                                    
The triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15 Intelligence
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     energies reflect, refract, and collide with another producing ongoing effects. Roll another Arcane Anomaly, then once more on Initiative count 20 for the next 1d4 rounds.
03–04
Gravity breaks
                                                
                                            
                                                
                                                     triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15 Intelligence
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     energies reflect, refract, and collide with another producing ongoing effects. Roll another Arcane Anomaly, then once more on Initiative count 20 for the next 1d4 rounds.
03–04
Gravity breaks
                                                
                                            
                                                
                                                     triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15 Intelligence saving
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     initiative count, the ghost of another chieftain appears next to the tree. This process continues until four Uthgardt ghosts have been defeated. The ghosts don’t attack members of the Blue Bear tribe. Any
                                                
                                            
                                                
                                                     reappear thereafter. If the frost giant skull is removed from its resting place under the tree, the Uthgardt spirits are laid to rest and the ghosts don’t reappear. The oak tree has AC 15, 100 hit
                                                
                                            
                                        






