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Returning 35 results for 'curse realms gleaming to have requires'.
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Monsters
The Book of Many Things
, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14):
At will: Bless, Guidance, Silent Image
1/day each: Bane, Bestow Curse, Divination, Scrying (as an
is reduced to 0 until the end of its next turn.
Destiny Curse (Costs 2 Actions). The hag magically curses a creature it can see within 60 feet of itself. The creature must make a DC 14 Wisdom saving
Magic Items
Dungeon Master’s Guide
Fates card can end this curse.
Fates. Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as
guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.
Classes
Xanathar's Guide to Everything
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural
alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are
Classes
Xanathar's Guide to Everything
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural
alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are
Monsters
Waterdeep: Dungeon of the Mad Mage
);holy water is sprinkled on her remains or a dispel magic or remove curse spell is cast on them.
Spellcasting. Trenzia is a 5th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC
13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She requires no somatic or material components to cast her spells. Trenzia has the
Equipment
fiendish activity. Khyber dragonshards are deep blue or dark violet, laced with gleaming veins.
Khyber dragonshards have a affinity for binding magics. Elemental binding — which is behind
airships, the lightning rail, and elemental galleons — requires a Khyber shard to hold the elemental. Khyber shards are used for phylacteries, planar binding, any other effects that trap or manipulate spirits. Khyber dragonshards are also used for many necromantic rituals.
Monsters
Strixhaven: A Curriculum of Chaos
daemogoth dies, or the pact is broken by any effect that can remove a curse.
The daemogoth chooses one spell from the necromancy or enchantment school that is 3rd level or lower. The bound creature can
extreme. Their eyes are insectile or smooth and bulbous like gleaming jewels, and they have five arms. They typically wear long robes, which drape low over their forms, and they sport a halo of horns, antlers, or floating stones or crystals.Psychic
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
archon overhead is a clear signal that one is entering the wilds.
An archon appears as a hooded, spectral rider mounted on a winged elk with glowing antlers and gleaming eyes. Despite this
celestial realms to watch over the boundary of the wilds and protect those who dare to cross it.
Sometimes knights of the realm get the idea that they can expand the borders of their land and keep the
Monsters
Storm King's Thunder
target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Shortbow","rollDamageType":"piercing"} piercing damage.
Spellcasting (Requires a Sacred Bundle). The shaman casts one
: dancing lights, mage hand, message, thaumaturgy
1/day each: augury (cast as 1 action), bestow curse, cordon of arrows, detect magic, speak with dead, spirit guardiansThe Uthgardt are suspicious and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Worms. If the spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action.
Unusual Nature. The spawn of
Kyuss requires no air, food, drink, or sleep.Multiattack. The spawn of Kyuss makes two Claw attacks, and it uses Burrowing Worm.
Claw. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to
Magic Items
Eberron: Rising from the Last War
armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement
to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
Magic Items
Tyranny of Dragons
This gleaming mask is white with highlights of pale blue and is topped by a spined crest. The mask reshapes to fit the face and head of a wearer attuned to it. While you are wearing the mask and
the cold damage dealt.
Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that requires rest to recharge
Monsters
Eberron: Rising from the Last War
touches another creature. The target magically regains 18 (3d8 + 5);{"diceNotation":"3d8+5","rollType":"heal","rollAction":"Healing Touch"} hit points and is freed from one curse afflicting it (councilor
’s choice).
Flame Strike (5th-Level Spell; Requires a Spell Slot). The councilor chooses a point it can see within 60 feet of it. Each creature in a 10-foot-radius, 40-foot-high cylinder centered
Monsters
Icewind Dale: Rime of the Frostmaiden
): arcane eye, blightVampiric Touch (3rd-Level Spell; Requires a Spell Slot). Melee Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Vampiric Touch"} to hit, reach 5 ft., one
’s blood on the title page. The tome contains the spells Vellynne has prepared plus the following additional spells: bestow curse, blindness/deafness, false life, find familiar, magic weapon, polymorph, protection from evil and good, remove curse, shield, and Tenser's floating disk.
Species
Van Richten’s Guide to Ravenloft
lost hag.
4
You were cursed as a child. A deal with the spirits of the forest transformed you into a hexblood, now free of the curse.
5
You began life as a fey creature, but an accident
their own kind or that embodies the hexblood’s nature. This requires that both the hag and hexblood be in the same place and consent to the lengthy ritual—circumstances most hexbloods shun but
Monsters
Van Richten’s Guide to Ravenloft
destroyed, it regains all its hit points in 1 hour unless Holy Water (flask);holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.
Spellcasting. The priest is a
5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks). It requires no
Magic Items
Tasha’s Cauldron of Everything
gleaming black alloy of unknown origin, the servant is often described as a combination of a disproportioned dwarf and an oversized beetle. The servant contains enough space for 1 ton of cargo and a
attuned to the artifact.
Attuning to the artifact requires two hours, which can be undertaken as part of a long rest, during which time you must be inside the servant, interacting with its controls
Flameskull
Legacy
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Monsters
Basic Rules (2014)
Holy Water (flask);holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.
Spellcasting. The flameskull is a 5th-level spellcaster. Its spellcasting ability is
Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It requires no somatic or material components to cast its spells
monsters
Paralyzed target takes damage, the condition ends early.
Spellcasting (Requires Curse Bottle). The sinner casts one of the following spells using his Curse Bottle (and no other Material components
over liquids as if they were solid.
Curse Bottle. The sinner has a bottle that holds cursed magic. The bottle has AC 15, HP 25, and Immunity to all damage except Force. If the bottle is destroyed, the
monsters
Restoration spell or similar magic.Wayward haints are restless spirits stuck between the realms of the living and the dead. Be it a curse or an unresolved conflict from their previous life, a haint can
Gynosphinx
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
(spell save DC 16, +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the
, suggestion
3rd level (3 slots): dispel magic, remove curse, tongues
4th level (3 slots): banishment, greater invisibility
5th level (1 slot): legend loreMultiattack. The sphinx makes two claw attacks
Monsters
Lost Laboratory of Kwalish
(spell save DC 16, +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the
, suggestion
3rd level (3 slots): dispel magic, remove curse, tongues
4th level (3 slots): banishment, greater invisibility
5th level (1 slot): legend lore
It has a +1 bonus to Intelligence checks and
Tiefling
Legacy
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Species
Basic Rules (2014)
jolted her.
“What is it they say?” he asked. “One’s a curiosity, two’s a conspiracy—”
“Three’s a curse,” she finished. “You think I
tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. The reality is that a tiefling’s bloodline doesn’t affect their personality. They are gifted with magic from the infernal realms but chart their own course in life.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Fate Hag Fate hags are servants of destiny that mostly reside in the Feywild and Shadowfell or near crossings to those realms from the Material Plane. The aspects of fate to which a fate hag is most
attuned depends on the plane where the hag dwells—hopeful and prosperous in the Feywild or dire and doomed in the Shadowfell. Fate hags carry gleaming magical shears they use to snip strands of fate
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Fate Hag Fate hags are servants of destiny that mostly reside in the Feywild and Shadowfell or near crossings to those realms from the Material Plane. The aspects of fate to which a fate hag is most
attuned depends on the plane where the hag dwells—hopeful and prosperous in the Feywild or dire and doomed in the Shadowfell. Fate hags carry gleaming magical shears they use to snip strands of fate
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
. This pantheon chose Emperor Indorius I to begin forging a new empire. To aid in his task of unifying the realms, Emperor Indorius I received four gifts filled with the divine power of each of the
the Bürach Empire’s gleaming fate, Indorius I led one conquest after another. Independent regions fell in line as the empire marched, slaughtered, negotiated, and conquered neighboring territories. With
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Shield of Missile Attraction Armor (shield), rare (requires attunement) While holding this shield, you have resistance to damage from ranged weapon attacks. Curse. This shield is cursed. Attuning to
it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Armor of Gleaming Armor (Any Light, Medium, or Heavy), Common This armor never gets dirty. Armor of Invulnerability Armor (Plate Armor), Legendary (Requires Attunement)
You have Resistance to
until you are no longer wearing the armor. Once this property is used, it can’t be used again until the next dawn.
Armor of Resistance Armor (Any Light, Medium, or Heavy), Rare (Requires Attunement
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Shield of Missile Attraction Armor (Shield), Rare (Requires Attunement) While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons. Curse. This Shield is cursed
. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Shield of Missile Attraction Armor (Shield), Rare (Requires Attunement) While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons. Curse. This Shield is cursed
. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Shield of Missile Attraction Armor (shield), rare (requires attunement) While holding this shield, you have resistance to damage from ranged weapon attacks. Curse. This shield is cursed. Attuning to
it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Shield of Missile Attraction Armor (Shield), Rare (Requires Attunement) While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons. Curse. This Shield is cursed
. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Shield of Missile Attraction Armor (Shield), Rare (Requires Attunement) While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons. Curse. This Shield is cursed
. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead.
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
casting. This taint remains with the caster for as long as the target remains cursed. To cast a Shadowsteel curse requires three facets: The Shadowsteel Adept feat. A spell slot of a given level. A
Special Training While Shadowsteel curses aren’t restricted by alignment, casting a Shadowsteel curse is considered evil. A Shadowsteel curse is felt by any Celestial or Fiend within 1 mile of its
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
,” for more information. Shadowsteel Focus Casting a Shadowsteel curse requires a Shadowsteel Focus—like a typical Spellcasting Focus but comprised of Shadowsteel. The availability of Shadowsteel should
Components When casting a Shadowsteel curse, the spellcaster can use special components to enhance the curse. These components are listed in the curse’s description. See “Saving Throw Modifications