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Returning 20 results for 'delivers imbue are based'.
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Spells
Player’s Handbook
spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The trigger can be as general or as detailed as you like, though it must be based on visual
Magic Mouth
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Spells
Basic Rules (2014)
after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Illusory Script 1st-level illusion (ritual) Casting Time: 1 minute Range: Touch Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes) Duration: 10 days You write on
parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Illusory Script 1st-level illusion (ritual) Casting Time: 1 minute Range: Touch Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes) Duration: 10 days You write on
parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
delivers its message, or it can remain and repeat its message whenever the trigger occurs. The trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
delivers its message, or it can remain and repeat its message whenever the trigger occurs. The trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
cast a lower-level spell more frequently. Maximum Bonus. If an item delivers a static bonus to AC, attack rolls, saving throws, or ability checks, this column suggests an appropriate bonus based on
Rarity table as a guide to help you determine how powerful a magic item should be based on its rarity. Magic Item Power by Rarity Rarity Max. Spell Level Max. Bonus Common 1 — Uncommon 3 +1 Rare 5 +2
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
doling out as one. Use the Magic Item Power by Rarity table as a guide to help you determine how powerful an item should be, based on its rarity. Magic Item Power by Rarity Rarity Max Spell Level
, or legendary item might allow its possessor to cast a lower-level spell more frequently. Maximum Bonus. If an item delivers a static bonus to AC, attack rolls, saving throws, or ability checks, this
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The triggering circumstance can be as general or as detailed as you like, though it must be
based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The triggering circumstance can be as general or as detailed as you like, though it must be
based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
) and 5 wights. Eseldra Yeth reviews the characters’ warrants briefly, then delivers a prepared message. “We find ourselves bound in common cause against common enemies. Those who sought to destroy us
) check for each lie. (Don’t reveal the DC of this check.) Feel free to introduce additional modifiers based on specific arguments the characters present and their overall behavior. Sincere (or at
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
) and 5 wights. Eseldra Yeth reviews the characters’ warrants briefly, then delivers a prepared message. “We find ourselves bound in common cause against common enemies. Those who sought to destroy us
) check for each lie. (Don’t reveal the DC of this check.) Feel free to introduce additional modifiers based on specific arguments the characters present and their overall behavior. Sincere (or at least
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
information about them that’s more or less common knowledge in Sharn. This section explores the roles that each one could play in a Sharn-based campaign. Although the powerful organizations in Sharn have a
stimulant. In addition to inducing euphoria, it can enhance spellcasting ability or even temporarily imbue a user with the ability to cast sorcerer spells. The drug’s effects are potentially dangerous and
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
score based on the rarity of the item: Uncommon magic item: requires piety 3 or higher Rare magic item: requires piety 10 or higher Very rare magic item: requires piety 25 or higher Legendary magic
+). As an action, you can imbue your eyes with enhanced vision for 10 minutes. While the blessing is active, your eyes look like the starry void of Nyx, and you can see invisible creatures and objects
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
battle, the better to imbue their victims with the magic needed to spawn more gnolls. Gnoll Warriors Common gnolls comprise the bulk of a war band. They fight mainly with spears fashioned from wood and
, a flind consults the signs around it and determines the war band’s direction. During a battle, a gnoll that delivers the death blow to a flind claims its flail and, in a burst of abyssal energy, is
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
included above.) Barbarian Class Features Level 1: Rage You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action
Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
1: Rage You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren’t wearing Heavy armor. You
Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn’t have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
1: Rage You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren’t wearing Heavy armor. You
half your Speed. Level 9: Brutal Strike If you use Reckless Attack, you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn’t have
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
interstellar racetrack. Mages and Minotaurs. In this complex, story-based game, up to four players control mages battling an onslaught of bovine warriors in an endless maze. The game is impossible to
take one item of their choice from the vegepygmies’ collection. S23: Medical Clinic When the characters enter this medical clinic, a soothing voice delivers the following prerecorded message over the
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
only accomplishments are as a gang leader. Drule once called his gang the Glinting Blades. The Blades were based in the Free City of Greyhawk until a wronged nobleman attempted to drown the gang’s
promised to imbue Captain Blayne and her pirates with the power to temporarily breathe water in exchange for leading the god’s cult from the Temple of Elemental Evil. Blayne agreed. Once the crew emerged from the water, Blayne brought the pirates to join the Primordial Alliance.






