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Returning 35 results for 'example rare have property cold'.
Magic Items
Dungeon Master’s Guide
When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage.
In freezing
temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can’t be used again for 1 hour.
Magic Items
Dungeon Master’s Guide
example, a flower picked from a garden there disappears if it is taken outside the demiplane.
For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also
you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property can’t be used again until 10 days have passed.
Magic Items
Dungeon Master’s Guide
figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Figurine
of Wondrous Power (Bronze Griffon);Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a Griffon for up to 6 hours. Once it has been used, it can’t be used again
Magic Items
Dungeon Master’s Guide
You have Resistance to Cold damage while you hold this staff.
Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your
spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Cone of Cold
5
Fog Cloud
1
Ice Storm
4
Wall of Ice
4
Magic Items
Dungeon Master’s Guide
you. You can’t use this property again until you finish a Short or Long Rest.
Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a
Magic Items
Dungeon Master’s Guide
. While the blade exists, this magic weapon functions as a Longsword with the Finesse property. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade.
You gain a
Magic Items
Dungeon Master’s Guide
):
1 minor beneficial property
1 major beneficial property
1 minor detrimental property
Attuning to the Eye. To attune to the eye, you must press it into your empty socket. The eye grafts itself
with a weapon held by it deals an extra 2d8 Cold damage on a hit.
Spellcasting. The hand has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Hand of Vecna
Magic Items
Dungeon Master’s Guide
its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead
; on a 6, Rare. The DM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then.
Magic Items
Dungeon Master’s Guide
2
Cold
3
Fire
4
Force
5
Lightning
6
Necrotic
7
Poison
8
Psychic
9
Radiant
10
Thunder
Spells
Player’s Handbook
triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.
You can refine the trigger so that only creatures of certain types activate it (for example, the
glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or
Magic Items
Dungeon Master’s Guide
(Copper);Copper
Acid
Dragon Scale Mail (Gold);Gold
Fire
Dragon Scale Mail (Green);Green
Poison
Dragon Scale Mail (Red);Red
Fire
Dragon Scale Mail (Silver);Silver
Cold
Dragon Scale Mail (White);White
Cold
Magic Items
Dungeon Master’s Guide
Damage Type
Gem
1
Ring of Acid Resistance;Acid
Pearl
2
Ring of Cold Resistance;Cold
Tourmaline
3
Ring of Fire Resistance;Fire
Garnet
4
Ring of Force Resistance;Force
Magic Items
Dungeon Master’s Guide
Archlich;Vecna authored the Book of Vile Darkness. He recorded in its pages every horrid idea, every corrupt thought, and every example of foul magic he came across or devised.
Other practitioners of
Vile Darkness has the following random properties:
3 minor beneficial properties
1 major beneficial property
3 minor detrimental properties
2 major detrimental properties
Spells. While
Magic Items
Dungeon Master’s Guide
1,000 GP each appear at your feet.
Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.
Key. A Rare or rarer magic weapon with
magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see the Dungeon Master’s
Magic Items
Forgotten Realms: Adventures in Faerûn
can hover.
Spells. You can cast these spells with the crystal (spell save DC 18): Create or Destroy Water, Enlarge/Reduce, Invisibility (targeting yourself only), and Major Image.
Aura of Cold. The
turn there, the creature takes (2d6) Cold;{"diceNotation":"2d6", "rollType":"damage", "rollAction":" (Cold)", "rollDamageType":"Cold"} damage. A creature takes this damage only once per turn. While
Magic Items
Netheril’s Fall
see within 60 feet of you hits a target with an attack roll and deals damage, you can expend 1 charge and change one damage type the attack deals to one of the following damage types: Acid, Cold, Fire, Lightning, Poison, or Thunder.
Magic Items
Storm King's Thunder
a benefit based on its form:
Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.
Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.
circle no larger than 1 foot in diameter.
Fire’s Friend. You have resistance to cold damage.
Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how
Frost Brand
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures
, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all non-magical flames within 30 feet of you. This property can be used no more than once per hour.
Magic Items
Waterdeep: Dungeon of the Mad Mage
cold damage.
Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.
Bane. You can cast the bane spell from
items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It
Monsters
The Book of Many Things
knight investigates, but every knight has the magical means to contact the Solar Bastion’s headquarters and request help. Even so, it’s rare for knights to work together outside their
headquarters.
The Solar Bastion knight presented here is an example member of the organization.
Customize this stat block to suit individual knights and differentiate them from each other. For example
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"piercing"} piercing damage and 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Bite","rollDamageType":"cold"} cold damage.
Claws. Melee Weapon Attack: +9;{"diceNotation":"1d20+9
a DC 17 Constitution saving throw, taking 44 (8d10);{"diceNotation":"8d10","rollType":"damage","rollAction":"Freezing Breath","rollDamageType":"cold"} cold damage on a failed save, or half as much
Instrument of the Bards
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The
Spells
All
—
Fly, invisibility, levitate, protection from evil and good, plus the spells listed for the particular instrument
Anstruth harp
Very rare
Monsters
Out of the Abyss
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
Of the Eyes. Shedrak
this property.
Shedrak carries a potion of healing, a potion of poison, and a spell scroll of globe of invulnerability.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
Monsters
Tomb of Annihilation
ceases to age and is immune to cold damage and the effects of extreme cold.
Artus wields Bookmark, a +3 dagger with additional magical properties. As a bonus action, Artus can activate any one of the
additional 20 feet, or make the gem go dark.
Turn the dagger into a compass that, while resting on Artus’s palm, points north.
Cast dimension door from the dagger. Once this property is used
Spell Scroll
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
Spell Scroll (4th Level);4th
Rare
15
+7
Spell Scroll (5th Level);5th
Rare
17
+9
Spell Scroll (6th Level);6th
Very rare
17
+9
Spell Scroll (7th Level);7th
Very rare
18
+10
Spell Scroll (8th Level);8th
Very rare
18
+10
Spell Scroll (9th Level);9th
Legendary
19
+11
Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied
Magic Items
Fizban's Treasury of Dragons
(Stirring );Stirring (Rare). The Stirring focus has the Slumbering property, and it gains an additional property determined by the family of the dragon in whose hoard it became Stirring:
Chromatic
. Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a d6, and you gain a bonus equal to the number rolled to one of the spell’s damage
Magic Items
Wayfinder's Guide to Eberron
.
Uncommon glamerweave can have the pattern rise from the cloth. For example, a glamerweave gown might be wreathed in harmless, illusory flames, while a glamerweave hat might have illusory butterflies
fluttering around it.
When you make a Charisma (Performance) or Charisma (Persuasion) check while wearing the uncommon version of glamerweave, you can roll a d4 and add the number rolled to the check. Once you use this property, it can’t be used again until the next dawn.
Magic Items
Wayfinder's Guide to Eberron
.
Uncommon glamerweave can have the pattern rise from the cloth. For example, a glamerweave gown might be wreathed in harmless, illusory flames, while a glamerweave hat might have illusory butterflies
fluttering around it.
When you make a Charisma (Performance) or Charisma (Persuasion) check while wearing the uncommon version of glamerweave, you can roll a d4 and add the number rolled to the check. Once you use this property, it can’t be used again until the next dawn.
Magic Items
Storm King's Thunder
.
Frigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can’t use it again until you
property, you can’t use it again until you finish a short or long rest.
Winter’s Howl. As an action, you can cast sleet storm (spell save DC 17). You regain this ability after you finish
Monsters
Fizban's Treasury of Dragons
creature takes 78 (12d12);{"diceNotation":"12d12","rollType":"damage","rollAction":"Breath Weapon","rollDamageType":"cold"} cold damage. On a successful save, the creature takes half as much damage.The
fusing the power of a single dragon’s echoes across different worlds of the Material Plane. The black greatwyrm Chronepsis, for example, is said to have stalked multiple worlds and devoured
Magic Items
Fizban's Treasury of Dragons
within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon.
Dragon's Wrath Weapon (Stirring) ;Stirring (Rare). The Stirring weapon has the Slumbering property. In
Weapon (Wakened);Wakened (Very Rare) . The Wakened weapon has the Slumbering property, and it improves on the Stirring property. The bonus to attack and damage rolls increases to +2, and the extra damage
Magic Items
Fizban's Treasury of Dragons
frightened or to end those conditions on itself.
Scaled Ornament (Wakened);Wakened (Very Rare). The Wakened ornament has the Stirring property. In addition, when you would take damage of the type
Ornament (Slumbering);Slumbering (Uncommon). You have advantage on saving throws you make to avoid being charmed or frightened or to end those conditions on you.
Scaled Ornament (Stirring);Stirring (Rare
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, the hydra dies.
At the end of its turn, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken cold damage since its last turn. The hydra regains 10 hit
reactions.A rare variety of hydra native to the wilds of Eldraine, snapping hydras resemble giant, many-headed turtles. Snapping hydras dwell at the bottom of the wild’s largest lakes, or along
Magic Items
Fizban's Treasury of Dragons
speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a potion of healing, or a potion of climbing. Once this property is used, it can’t be used until
the next dawn. A potion you create in this way loses its magical properties if it isn’t imbibed within 24 hours.
Dragon Vessel (Stirring);Stirring (Rare). In addition to the options for a
Magic Items
Acquisitions Incorporated
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
power of the lenses to gain accuracy in combat, gaining advantage on a weapon attack roll (no action required). If that attack hits, roll one additional weapon damage die. This property of the lenses can’t be used again until the next dawn.