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Returning 35 results for 'crafted wearing remain'.
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created wearing remain
Equipment
Fine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes.
Magic Items
Dungeon Master’s Guide
While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again.
Magic Items
Dungeon Master’s Guide
remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can
Magic Items
Dungeon Master’s Guide
reappear on the robe.
While you wear the robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you take a Magic action to
particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars
Spells
Player’s Handbook
Points of the new form. These Temporary Hit Points vanish if any remain when the spell ends.
The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak
. In combat, it takes its turns immediately after yours, and it obeys your commands.
If the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending
Magic Items
Dungeon Master’s Guide
to the blazing heart of a great volcano. With the aid of Moradin, a god of creation, he first crafted four mighty tools: the Starmetal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping
unexpected. You can’t use this property again until 3 days have passed.
Destroying the Axe. The only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for 50 years before it finally succumbs to the fire and is consumed.
Magic Items
Dungeon Master’s Guide
and become entombed in a state of suspended animation in an extradimensional sphere. Everything you’re wearing and carrying disappears with you except for Artifacts, which stay behind in the space
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
Magic Items
Guildmasters’ Guide to Ravnica
This headpiece, crafted from dark metal, is worn curved around the ear. If you know a creature wearing another Spies’ Murmur and that creature is within 1 mile of you, you can communicate
Monsters
Curse of Strahd
target is wearing armor made of metal), range 60 ft., one target. Hit: 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Shocking Bolt","rollDamageType":"lightning"} lightning
damage.Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Unarmored Defense. While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.Multiattack. The hobgoblin makes four attacks, each of which can be an Unarmed
","rollAction":"Dart","rollDamageType":"piercing"} piercing damage.
Shadow Jaunt. The hobgoblin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see
Magic Items
Legendary Magic Items
The wizard Mordenkainen crafted this sleek, golden helmet. If he created other helms of disjunction, they have yet to be found.
As an action while wearing this helm, you can use it to emit an
Monsters
Acquisitions Incorporated
than her own, or back into her true form. Any equipment she is wearing or carrying is absorbed or borne by the new form (her choice). In a new form, Portentia retains her game statistics and ability to
to maim, with a cruel combat style that emphasizes surprise and painful instruction. She is willing to affect any appearance or attitude to achieve her goals. But what those goals are — for herself and Dran Enterprises alike — remain a secret known only to her.
Magic Items
Van Richten’s Guide to Ravenloft
until either Harkon Lukas removes the necklace from you or you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot remove the necklace.
Upon donning or
removing the necklace, whether you are attuned to it or not, you are afflicted with werewolf lycanthropy as detailed in the Monster Manual. The curse lasts until the dawn after the next full moon. If you are still wearing the necklace at this time, you are afflicted with the lycanthropy again.
Magic Items
The Book of Many Things
This crossbow is crafted from blackened wood, and its limbs bear pearl inlays depicting constellations. You ignore the loading property with this crossbow. If you load no ammunition in the weapon, it
a ranged attack roll using this crossbow, the attack deals an additional 2d8 fire damage.
Rogue. Until the end of your next turn, you have the invisible condition, and anything you are wearing or carrying is also invisible.
Magic Items
Bigby Presents: Glory of the Giants
Originally crafted for ground-bound giant brawlers to fight against dragons and other enormous predators of the sky, these studded gauntlets are engraved with the dragon rune.
While you are wearing
Magic Items
Bigby Presents: Glory of the Giants
This gorgeous jewelry piece, crafted by the wizard Bigby himself, consists of four gold rings attached via delicate chains to a wrist cuff studded with sapphires and diamonds.
Random Properties. The
detrimental property
Dexterous Fingers. While wearing the bracelet, you can cast mage hand.
Force Sculpture. By focusing and channeling the bracelet’s magic for 1 minute, you can create a
Monsters
Tales from the Yawning Portal
form, Tloques-Popolocas can't speak, its walking speed is 5 feet, and he has a flying speed of 30 feet. His statistics, other than his size and speed, are unchanged. Anything he's wearing transforms
":"Children of the Night"} rounds, acting as allies of Tloques-Popolocas and obeying his spoken commands. The beasts remain for 1 hour, until Tloques-Popolocas dies, or until Tloques-Popolocas dismisses them as a bonus action.Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Mordenkainen Presents: Monsters of the Multiverse
their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while
teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
might remain in a particular aspect for years, while others run through the emotional spectrum each week.
Changeable Natures
Whenever one of the eladrin presented here finishes a long rest, they can
":"recharge","rollAction":"Fey Step"}. The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
to their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years
eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Monsters
Vecna: Eve of Ruin
another creature’s turn. The false lich regains spent legendary actions at the start of its turn.
Spiteful Teleport. The false lich, along with anything it is wearing or carrying, teleports to an
false liches remain steadfastly loyal to their creators, others resent their creators for imprisoning and abandoning them.Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical
Magic Items
The Book of Many Things
This black studded leather armor bears a red sheen. While wearing this armor, you can use a bonus action to summon a projection of yourself in an unoccupied space within 30 feet of yourself. The
curse to you. As long as you remain cursed, you’re unwilling to part with the armor. Taking it off fails to end the curse. While cursed in this way, you feel disconnected from your body
Magic Items
The Wild Beyond the Witchlight
of the staff’s charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each
or other ongoing effects affecting them.PsychicFey Step (Recharge 4 – 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Fey Step"}. The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
high fae magically has the invisible condition and teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of itself. The invisibility lasts
other complex games of wits against one another.
Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found throughout the wilds, and they use their
Monsters
The Wild Beyond the Witchlight
to her normal size, she attains the maximum size possible in the space available. Anything she is wearing or carrying changes size along with her.
As a Tiny creature, Skabatha deals 2 (1d4
);{"diceNotation":"1d4","rollType":"damage","rollAction":"Tiny Claw","rollDamageType":"poison"} poison damage when she hits with a Claw attack. She has advantage on Dexterity (Stealth) checks, and disadvantage on Strength checks and Strength saving throws. Her statistics otherwise remain unchanged.
Magic Items
Storm King's Thunder
This blue pennant is crafted from silk and is five feet long and whips about as if buffeted by a wind. The vind (wind) rune appears on its surface, looking almost like a cloud. The pennant has the
wear the armor, and if it normally imposes disadvantage on Stealth checks, it no longer does so.
Boots/Cloak. The pair of boots or cloak is now a rare magic item that requires attunement. While wearing
Monsters
Eberron: Rising from the Last War
is wearing or carrying is absorbed or borne by the new form (his choice).
In a new form, Rak Tulkhesh retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance
as they grow stronger, they gain more influence.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical
Monsters
Mordenkainen Presents: Monsters of the Multiverse
teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4
appear, and they obey his commands. They remain until they die or Geryon uses an action to dismiss any or all of them.Geryon can take 3 legendary actions, choosing from the options below. Only one
Monsters
Mordenkainen Presents: Monsters of the Multiverse
teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.Geryon can take 3 legendary actions, choosing from the options below. Only one legendary
; (see the Monster Manual) to appear in unoccupied spaces of his choice within 600 feet of him. The minotaurs roll initiative when they appear, and they obey his commands. They remain until they die
Monsters
Princes of the Apocalypse
pale and cloudy, and he loses the Air Form trait. He can remain in polymorphed form for up to 1 hour. Reverting to his true form requires an action.
Summon Elementals (1/Day). Yan-C-Bin summons up
an unoccupied space he can see. Anything Yan-C-Bin is wearing or carrying is teleported with him.
Suffocate (Costs 3 Actions). Yan-C-Bin steals the air of one breathing creature he can see within 60
Monsters
Waterdeep: Dungeon of the Mad Mage
speak, his walking speed is 5 feet, and he has a flying speed of 30 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is
in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of Zorak and obeying his spoken commands. The beasts remain for 1 hour, until Zorak dies
Monsters
Eberron: Rising from the Last War
polymorphs into a humanoid, beast, or giant that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or
.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical form. The stat blocks provided here reflect the
Monsters
The Wild Beyond the Witchlight
immediately after hers, and can’t summon other demons. They remain until they die or until Iggwilv dismisses them as an action.
Spellcasting. Iggwilv casts one of the following spells, requiring
the night sky.’ She might be right.”Fey Step. Iggwilv teleports, along with any equipment she is wearing or carrying, to an unoccupied space she can see within 30 feet of her.
Monsters
Quests from the Infinite Staircase
takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Pacification", "rollDamageType":"psychic"} psychic damage, and the Gardener teleports, along with anything they are wearing or
or the Palace of Spires. On a successful save, the creature’s memories remain intact, but they’re hazy and dreamlike. A Remove Curse or Greater Restoration spell restores the creature






