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Returning 35 results for 'example realms hold power chosen'.
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example realms hold power choose
Magic Items
Dungeon Master’s Guide
bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.
Spells
Player’s Handbook
heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up
to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.
To discern that you are disguised
Magic Items
Dungeon Master’s Guide
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. The jug sloshes when it is shaken, even if the jug is empty.
You can take a Magic action
and name one liquid from the Alchemy Jug Liquids table to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as a Utilize action and pour that liquid out, up to 2 gallons per
Spells
Player’s Handbook
For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an
category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target’s attacks with its enlarged weapons or Unarmed Strikes
Spells
Player’s Handbook
lasts for the duration.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the
Spells
Player’s Handbook
. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are
, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If
Species
Player’s Handbook
Aasimar (pronounced AH-sih-mar) are mortals who carry a spark of the Upper Planes within their souls. Whether descended from an angelic being or infused with celestial power, they can fan that spark
aasimar learns to reveal their full celestial nature.
Aasimar Traits
Creature Type: HumanoidSize: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this speciesSpeed: 30 feet
Species
Player’s Handbook
example, they call themselves sun or moon elves in the Forgotten Realms setting, Silvanesti and Qualinesti in the Dragonlance setting, and Aereni in the Eberron setting.
Wood Elves
Wood elves carry
shaped by it. Some drow individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of
Magic Items
Dungeon Master’s Guide
stored spells chosen by the DM.
Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring
. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any
Species
Player’s Handbook
connection to the Lower Planes is the tiefling’s fiendish legacy, which comes with the promise of power yet has no effect on the tiefling’s moral outlook.
A tiefling chooses whether to
to devils.
Tiefling Traits
Creature Type: HumanoidSize: Medium (about 4–7 feet tall) or Small (about 3–4 feet tall), chosen when you select this speciesSpeed: 30 feet
Spells
Player’s Handbook
You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of
Hallow. The affected area has the following effects.
Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can’t
Magic Items
Dungeon Master’s Guide
on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t age and doesn’t need to
creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling on
Magic Items
Dungeon Master’s Guide
them until you use them. The stone can store up to 4 levels of spells at a time. When found, it contains 1d4 levels of stored spells chosen by the DM.
Any creature can cast a spell of level 1 through
4 into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can’t hold the spell, the spell is expended without effect. The
Species
Ravenloft: The Horrors Within
hold. Unlike true werewolves, lupins can’t shift between wolf and humanoid form but are instead stuck as a hybrid transformation. This cursed wolflike physiology affords lupins bestial might
, enhanced instincts, and a dread-inducing howl.
Lupin Traits
Creature Type: HumanoidSize: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this speciesSpeed: 30 feet
Spells
Forgotten Realms: Heroes of Faerûn
You imbue yourself with the elemental power of genies. You gain the following benefits until the spell ends:
Elemental Immunity. When you cast this spell, choose one of the following damage types
: Acid, Cold, Fire, Lightning, or Thunder. You have Resistance to the chosen damage type.
Elemental Pulse. When you cast this spell and at the start of each of your subsequent turns, you release a burst
Species
Ravenloft: The Horrors Within
other strange forces can result in the birth of a hexblood. A hexblood’s strange fey power manifests as eerie clairvoyance and beguiling magic.
Hexblood Traits
Creature Type: FeySize: Medium
(about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this speciesSpeed: 30 feet
Magic Items
Forgotten Realms: Adventures in Faerûn
would enable him to achieve his dream. Yet the potential power of his creation terrified Damara so much that he dared not use the orb. Instead, the wizard entombed himself with the Artifact to seal it
":"Dragon's Breath"} damage of the chosen type on a failed save or half as much damage on a successful one.
Fear Aura. You exude a terrifying aura in a 20-foot Emanation while you don't have the
Monsters
Forgotten Realms: Adventures in Faerûn
, Speak with Dead
1/Day Each: Create Undead (level 8 version), Power Word KillLegendary Action Uses: 3. Immediately after another creature’s turn, Sammaster can expend a use to take one of the
circle of the Cult of the Dragon, from whom he commands obedience.
Sammaster rarely remains in one place for long, as he thinks no one can oversee the Cult of the Dragon activities across the Realms as
Monsters
Forgotten Realms: Adventures in Faerûn
, Prestidigitation
2/Day Each: Speak with Dead, Wall of Force
1/Day Each: Create Undead (level 8 version), Disintegrate, Power Word KillProtective Magic. Sammaster casts Counterspell or Shield in
the Dragon, from whom he commands obedience.
Sammaster rarely remains in one place for long, as he thinks no one can oversee the Cult of the Dragon activities across the Realms as efficiently as he
Monsters
Mordenkainen Presents: Monsters of the Multiverse
);{"diceNotation":"1d8+2", "rollType":"damage", "rollAction":"Light Crossbow", "rollDamageType":"piercing"} piercing damage.Derro slink through the subterranean realms, seeking places that are safe from
tendency to develop sorcerous power. Individuals who do so usually serve as leaders and are known as savants.
Grandiose fantasies and rampant fanaticism have obscured derro’s true origin, even among
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spellcasting ability (spell save DC 12):
At will: mage hand, message, prestidigitation
1/day each: invisibility, sleep, spider climbDerro slink through the subterranean realms, seeking places that are
-normal tendency to develop sorcerous power. Individuals who do so usually serve as leaders and are known as savants.
Grandiose fantasies and rampant fanaticism have obscured derro’s true origin
Magic Items
Princes of the Apocalypse
This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it.
If you exhale the breath, you gain the effect of the gust of wind spell. If you hold the breath
, you don’t need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn’t give you the benefit of exhaling the breath.
Monsters
Fizban's Treasury of Dragons
Multiattack. The chosen makes one Handaxe attack and two Shortsword attacks.
Handaxe. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Handaxe"} to hit
handaxe magically returns to the chosen’s hand immediately after a ranged attack.
Shortsword. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Shortsword"} to hit
Monsters
Planescape: Adventures in the Multiverse
endeavors outside Mechanus, with the most notable example being the Great Modron March. Hextons have solid frames that bristle with six shining flanges. They boast a pair of arms and tentacles, both of
base modrons—monodrone;monodrones, duodrone;duodrones, tridrone;tridrones, quadrone;quadrones, and pentadrone;pentadrones—the upper-tier hierarch modrons hold leadership positions
Dragon's Breath
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Xanathar's Guide to Everything
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the
creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half
Genasi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
, elemental forces hold greater sway than they do on other worlds. As a people touched by elemental power, genasi are viewed as seers, prophets, and chosen ones. The birth of a genasi, whether a slave, a noble
Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth
Magic Items
Acquisitions Incorporated
This delicate and exquisitely crafted clockwork orrery features multiple geared components whose sweeping hands and dials represent the complex interplay of planar and magical realms. Standing two
feet high, the orrery housing is a wondrous device imbued with magic of its own, but the power of its six clockwork components makes the artifact even more potent.
The Orrery of the Wanderer was
Oath of Devotion
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the
same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels—the perfect servants of good
Acolyte
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power
, from the Forgotten Realms setting. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call
Green Hag
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action
Defender
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses
remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Hold Breath. The tortle can hold its breath for 1 hour.Multiattack. The tortle makes four Claw attacks or two Nature’s Wrath attacks.
Claw. Melee Weapon Attack: +4;{"diceNotation":"1d20+4
chosen by the tortle: cold;{"diceNotation":"2d6+2", "rollType":"damage", "rollAction":"Nature's Wrath (Cold)", "rollDamageType":"cold"}, fire;{"diceNotation":"2d6+2", "rollType":"damage", "rollAction
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, including the powerful drow matron mother, takes an attractive drow as consort. Chosen as much for beauty as for magical might, a drow favored consort can hold their own in both conversation and combat
. Combining the roles of advisor, protector, and beloved, some favored consorts are content with a supporting role, while more ambitious consorts aspire to be the power behind the throne—or even to
Monsters
Vecna: Eve of Ruin
was tailored specifically for her and imbued with Tiamat’s power. When she dies, the coat functions as a Robe of Scintillating Colors.Multiattack. Windfall makes two Chromatic Rapier attacks and
, Thaumaturgy
3/day each: Shatter, Unseen Servant
2/day each: Hypnotic Pattern, Sending
1/day: Hold MonsterWindfall can take 3 legendary actions, choosing from the options below. She can take only one
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effective leaders in battle.
Among Lolth’s devotees in the city of Menzoberranzan in the Forgotten Realms, each noble house entrusts the leadership of its military forces to a house captain, who
subterranean world of that god’s malevolence.Battle Command. Choose one creature within 30 feet of the drow that the drow can see. If the chosen creature can see or hear the drow, that creature can use its reaction to make one melee attack or to take the Dodge or Hide action.