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Returning 35 results for 'disease increases are break'.
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Spells
Player’s Handbook
against your spell save DC to break free.
You can refrain from firing the globe after completing the spell’s casting. If you do so, a globe about the size of a sling bullet, cool to the touch
, with the same effect as a normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 6.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and
wherever they go. When armies recognize their awful forms, their mere appearance causes soldiers to break ranks and flee, lest they succumb to one of the awful plagues that oinoloths let loose
Arcane Lock
Legacy
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Spells
Basic Rules (2014)
. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
Freezing Sphere
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.
You can refrain from firing the globe after completing the spell, if you
the globe hasn't already shattered, it explodes.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Otiluke's Freezing Sphere
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.
You can refrain from firing the globe after completing the spell, if you
minute, if the globe hasn’t already shattered, it explodes.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Petrified A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten
automatically fails Strength and Dexterity saving throws. The creature has resistance to all damage. The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. Petrified
Poisoned
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Petrified A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten
automatically fails Strength and Dexterity saving throws. The creature has resistance to all damage. The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Ability Score Increase. Your Wisdom score increases by 2, and one other ability score of your choice increases by 1. Deductive Intuition. When you make an Intelligence (Investigation) or a Wisdom
(Insight) check, you can roll a d4 and add the number rolled to the ability check. Magical Detection. You can cast the detect magic and detect poison and disease spells with this trait. Starting at 3rd
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Player’s Handbook. Ability Score Increase. Your Wisdom score increases by 2, and one other ability score of your choice increases by 1. Deductive Intuition. When you make an Intelligence (Investigation) or
a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the ability check. Magical Detection. You can cast the detect magic and detect poison and disease spells with this trait
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Diseases The following diseases can affect giants and humanoids exploring the jungles of Chult. Remember that lesser restoration and similar magic can cure a disease. Blue Mist Fever A magical mist
, and the hallucinations last until the disease ends on the creature. A creature can repeat the saving throw every 24 hours, ending the effect on itself on a success. Shivering Sickness Insects native
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
suppresses arcane lock for 10 minutes. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
suppresses arcane lock for 10 minutes. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
other methods. Ingenuity is required. Super-Tetanus. A creature that contracts the disease of super-tetanus is wracked with pain as its heart races and its muscles spasm hard enough to break its bones
(1d12) damage and must succeed on a DC 15 Constitution saving throw or contract a disease called super-tetanus (see below). The walls, ceiling, and floor of the area between the pits are covered with a
Conditions
solid inanimate substance (usually stone). Your weight increases by a factor of ten, and you cease aging.Incapacitated. You have the Incapacitated condition.Speed 0. Your Speed is 0 and can't
(usually stone). Its weight increases by a factor of ten, and it ceases aging.The creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings.Attack rolls
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1. Age. A typical warforged is between two and thirty years old. The maximum warforged
poison damage. You don’t need to eat, drink, or breathe. You are immune to disease. You don’t need to sleep, and magic can’t put you to sleep. Sentry’s Rest. When you take a long rest, you must spend at
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
natural light from the surface penetrates this deep. Pressure and Temperature Water pressure, or the weight of water on top of a creature or object, increases with depth. Conversely, temperature
decreases as depth increases. The pressure and temperature’s effects on creatures without a swimming speed at depths below 100 feet can be found in the “Unusual Environments” section in chapter 5 of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
powerful (and probably increases its rarity), but it won’t break your game.
Finally, remember the tools that are provided for modifying items in chapter 7, "Treasure." Giving an item an interesting minor property, a quirk, or sentience can alter its flavor significantly.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
into a single helmet. This makes the item more powerful (and probably increases its rarity), but it won’t break your game. Special Features and Sentience Chapter 7 has rules for giving magic items interesting histories, minor properties, quirks, and sentience.
Compendium
- Sources->Dungeons & Dragons->Rrakkma
slots, taking a break after the third combat encounter (most likely Area 7). If you’re running this adventure outside of an event, it is of course up to the DM and players to decide how best to break
Capacitor is. Anyone in the rrakkma can attune to it, so it is up to the players who it will be. To making the tracking of this element as simple as possible, the charge increases each time the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
simple pleasures of companionship without constantly being petitioned. I’m proud of my acting ability and never break character.
5 The future is writ large in the patterns of history. I enjoy
Dragon Ideals d6 Ideal
1 Foresight. Righteous action requires carefully weighing potential consequences to ensure the cure is not worse than the disease. (Lawful)
2 Restraint. I cannot
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison
she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
save DC to break free. You can refrain from firing the globe after completing the spell’s casting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears in your hand. At any
casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 6.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
against your spell save DC to break free. You can refrain from firing the globe after completing the spell’s casting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears in
effect as a normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 6.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
use an action to make a Strength check against your spell save DC to break free. You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling
. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
doubles of itself, further confounding its enemies. Nycaloths are the most loyal of the yugoloths. When they find an evil master that treats them well, they are unlikely to break their agreement unless the
take 5 (2d4) slashing damage at the start of each of its turns due to a fiendish wound. Each time the nycaloth hits the wounded target with this attack, the damage dealt by the wound increases by 5 (2d4
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Oinoloth Grim specters of death, oinoloths bring pestilence wherever they go. When armies recognize their awful forms, their mere appearance causes soldiers to break ranks and flee, lest they succumb
willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
despair, to let a disease break your spirit as it tries to kill everyone it touches. Well, f*** that. We might not have the magic bullet that puts cancer away for good, but we’re getting there. Your support
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended. The number of spells on your list increases as you gain
Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended. The number of spells on your list increases as you gain
Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Dexterity check is needed to open the lock. Without the key, the DC increases to 20. If the roll misses by 5 or more, the key or thieves’ tools break off in the lock so that unlocking it becomes
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Bladesinging When faced with the endless onslaught of magical possibilities, many wizards suffer identity crises. Some overcome, some break, and some become sword-bards.
Tasha
Bladesingers master
following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks. You gain
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Dexterity check is needed to open the lock. Without the key, the DC increases to 20. If the roll misses by 5 or more, the key or thieves’ tools break off in the lock so that unlocking it becomes
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, 12th, 16th, and 18th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can’t increase an ability
damage roll or healing roll, if any. Focused Casting 20th-level Spellcaster feature Taking damage can’t break the sidekick’s concentration on a spell.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
reputation that others know about, especially those who have high Honor scores themselves. Unlike other abilities, Honor can’t be raised with normal ability score increases. Instead, you can award
increases to Honor—or impose reductions—based on a character’s actions. At the end of an adventure, if you think a character’s actions in the adventure reflected well or poorly on his or her
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
of your next turn. When you reach 10th level in this class, the damage increases to 2d8. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon
the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8. Grasping Tentacles 10th-level Fathomless feature You learn the spell






