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Returning 35 results for 'die item are belong'.
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Spells
Player’s Handbook
effects that detect magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object’s aura so that it appears to belong to a school of magic you choose.
Spells
Player’s Handbook
your choice:
Object Creation. You create one object of up to 25,000 GP in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied
a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed
Magic Items
Dungeon Master’s Guide
This heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a nonmagical item when it no longer contains any beans.
If
Effect
01
5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 Poison damage and have the
Magic Items
Dungeon Master’s Guide
Temporary Hit Points daily at dawn until you die.
Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead.
Throne. You gain proficiency and Expertise in
you draw the card or at any other time before you die.
Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you
Classes
Player’s Handbook
Core Druid Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Druid level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Animal Handling
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer's Pack, Herbalism Kit, and 9 GP; or (B) 50 GP
Druids belong to ancient
Magic Items
Dungeon Master’s Guide
accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade
rolling on the Moonblade Properties table.
Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor
Monsters
Quests from the Infinite Staircase
seeds that might be released by a slain memory web.
Memory Web Memories
d4
Memory
1
The location of a powerful magic item
2
A secret betrayal by a beloved public figure
the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target has the unconscious condition for 1 hour. If a memory
Prosthetic Limb
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Eberron: Rising from the Last War
This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die.
Arcanist's Magic Aura
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic
that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
Mask. You change the way the target appears to spells and magical
classes
Eberron: Forge of the Artificer
Core Artificer Traits
Primary Ability
Intelligence
Hit Point Die
D8 per Artificer level
Saving Throw Proficiencies
Constitution and Intelligence
Skill Proficiencies
Choose
Point Die, proficiency with Tinker’s Tools, proficiency in one skill of your choice from the Artificer’s skill list, and training with Light and Medium armor and Shields.
Gain the
Magic Items
Acquisitions Incorporated
Also at rank 2, you gain the use of an uncommon magic item taking the form of a pair of spectacles, a spyglass, a monocle, or any other device with one or two lenses. When you look through the
rank 4, your obviator’s lenses gain additional power and become a rare magic item. The lenses now function as both eyes of the eagle and eyes of minute seeing.
Additionally, you can focus the
Magic Items
Candlekeep Mysteries
Unlike most scrolls, a Nether Scroll of Azumar is not a consumable magic item. It takes 30 days of concentrated study—at least 8 hours per day—to attempt to understand this scroll. After
increase your Intelligence again.
You gain advantage on saving throws against spells and other magical effects.
When you gain the scroll’s benefits, a stone golem magically appears in an unoccupied space within 60 feet of you and acts as your ally. If you die, the golem turns to dust.
Monsters
Waterdeep: Dungeon of the Mad Mage
sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.
Halaster wields a blast scepter (a very rare magic item that requires
(save DC 16) without expending a spell slot.
Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain’s magical
Backgrounds
Sword Coast Adventurer's Guide
You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable
important than the gear and fighting style of its members, and so most of these orders aren’t limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the
Magic Items
Eberron: Rising from the Last War
This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar’s interior. To attune to this item, you must first drink the contents of the
attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the ooze ends, as it seeps out of you.
If you die while the ooze is inside you, it bursts out and engulfs
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
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 you draw the card or at any other time before you die.
Flames. A powerful devil
you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its
Backgrounds
Guildmasters’ Guide to Ravnica
.
d8
Reason for Infiltration
1
My parents belong to this guild, and I let them think I’m following in their footsteps.
2
I’ve been assigned to track this guild&rsquo
d6
Flaw
1
I like secrets so much that I’m reluctant to share details of a plan even with those who need to know.
2
I would let my friends die rather than reveal my true
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
magical power than a potion, but they all believe that the tribal sorcerer can figure out how to use any such item they come across. When kobolds sense an opportunity to separate a magic item from its
, sorcerer, miner, or crafter is as likely to be female as male.
Grow Fast, Die Early
Kobolds grow and mature much more swiftly than members of other humanoid races. At 6 years old a kobold is
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Charlatan’s Die Wondrous item, common (requires attunement) Whenever you roll this six-sided die, you can control which number it rolls.
Magic Items
The Book of Many Things
, you die and can be resurrected only by the Wish spell.
Crossroads. Roll a d20. If the roll is even, you age 1d10 years. If the roll is odd, you become younger by 1d10 years, to a minimum of 1 year
they are alive and any conditions they have. If you named an object, you know if it is broken or not. If you named a magic item that has charges, you know how many charges it has remaining.
Maze. You
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
item is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 hit points, or until you die. In combat, the item shares your initiative count, but it
3rd-level College of Creation feature Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Charlatan’s Die Wondrous Item, Common (Requires Attunement) Whenever you roll this six-sided die, you can control which number it rolls.
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
-tiered caste system made up of lashers, hunters, gatherers, and pariahs. The status of every family in the tribe is based on its importance to the tribe’s survival. Families that belong to the
. The goblin can cast a randomly determined 1st-level wizard spell once per day. Intelligence is its spellcasting ability.
Booyahg Wielder. This goblin found a magic item (a necklace of fireballs, a
Magic Items
Lost Laboratory of Kwalish
tattered black robe. It appears in a space of the DM’s choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it
duration of the adventure. In addition, a common or uncommon wondrous item appears in your hands. The DM chooses the item, which you possess for the duration of this adventure.
Talons. Every magic
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Prosthetic Limb Wondrous item, common This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it
replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Prosthetic Limb Wondrous item, common This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it
replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die. Prosthetic Limb (Arm)
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Druid Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, Animal Handling, Insight
) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP Druids belong to ancient orders that call on the forces of nature. Harnessing the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Druid ALEXANDER MOKHOV A Nature Priest of Primal Power Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill
Shields Starting Equipment Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP Druids belong to ancient orders that
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Periapt of Wound Closure Wondrous item, uncommon (requires attunement) While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Knight of the Order You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question
than the gear and fighting style of its members, and so most of these orders aren’t limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the order’s cause
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Periapt of Wound Closure Wondrous item, uncommon (requires attunement) While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Clockwork Amulet Wondrous item, common This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to
the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Attunement, if the item has been more than 100 feet away for at least 24 hours, if you die, or if another creature attunes to the item. You can also voluntarily end Attunement by spending another Short Rest focused on the item unless the item is cursed.
Attunement Some magic items require a creature to form a bond—called Attunement—with them before the creature can use an item’s magical properties. Without becoming attuned to an item that requires
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Clockwork Amulet Wondrous Item, Common This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring
noises emanate from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
only one item during a short rest. Your attunement to an item ends if it has been more than 100 feet away from you for 24 hours or if you die. You can also voluntarily end your attunement to an item with another short rest.
Using a Magic Item A magic item’s description explains how the item works. Handling a magic item is enough to give a character a sense that something is extraordinary about the item. Casting the






