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                        Returning 35 results for 'gain chosen long'.
                    
                
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     point of origin. Instead, a stream of 1d4 × 10 gems, each worth 1 GP, shoots from the wand’s tip in a Line 30 feet long and 5 feet wide toward the chosen point of origin. Each gem deals 1
                                                
                                            
                                                
                                                     a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can’t be affected
                                                
                                            
                                                
                                                     by this spell again until that creature finishes a Long Rest.
Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead.
When you cast the spell, you gain a number of Temporary
                                                
                                            
                                                
                                                     block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     floor or other surface.
Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways
                                                
                                            
                                                
                                                    .
The creature has Disadvantage on attack rolls against targets within the Cylinder.
Targets within the Cylinder can’t be possession;possessed by or gain the Charmed or Frightened condition
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your Warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain one
                                                
                                            
                                                
                                                     spell slot as a Magic action while holding the rod. You can’t use this property again until you finish a Long Rest.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.
Alarm. The weapon magically awakens each subject who is
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     simulacrum can’t gain levels, and it can’t take Short or Long Rests.
If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.
                                                
                                            
                                                
                                                    While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don’t prevent
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
                                                
                                            
                                                
                                                     of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This cone-shaped hat is adorned with moons and stars. While you are wearing it, you gain the following benefits.
Spellcasting Focus. You can use the hat as a Spellcasting Focus for your Wizard
                                                
                                            
                                                
                                                     Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a Long Rest.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This amulet is fashioned from a shard of resilient material originating from an otherworldly realm. While you are wearing it, you gain the following benefits.
Spellcasting Focus. You can use the
                                                
                                            
                                                
                                                     a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast it is wasted. In either case, you can’t use this property again until you finish a Long Rest.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had
                                                
                                            
                                                
                                                     the Thrown property with a normal range of 20 feet and a long range of 60 feet.
If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    . The area within 1 mile of the lair is Lightly Obscured by pale fog. Whenever a creature other than the dracolich or one of its allies finishes a Long Rest in that area, it must succeed on a DC 15
                                                
                                            
                                                
                                                     Constitution saving throw or gain 1 Exhaustion level.
Soul Drain. Creatures within 1 mile of the lair have Disadvantage on Death Saving Throws.
If the dracolich is destroyed or moves its lair elsewhere
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     while in the area.
Extra Effect. You bind an extra effect to the area from the list below:
Courage. Creatures of any types you choose can’t gain the Frightened condition while in the area
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    ) Slashing damage plus 4 (1d8) Necrotic damage.
Star. Increase one of your ability scores by 2, to a maximum of 24.
Sun. A magic item (chosen by the DM) appears on your person. In addition, you gain 10
                                                
                                            
                                                
                                                     you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it disappears. Unless the card is the Fool or
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    .
You gain the following benefits while wearing the helm.
Diamond Light. As long as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is within that area, the
                                                
                                            
                                                
                                                     Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage.
Fire Opal Flames. As long as the helm has at least one fire opal, you can take a Magic action
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have
                                                
                                            
                                                
                                                     attained.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As
                                                
                                            
                                                
                                                     long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy
                                                
                                            
                                                
                                                    , forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its
                                                
                                            
                                                
                                                     last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     functions like a nonmagical weapon of its kind for anyone other than its chosen bearer.
A Moonblade has one rune on it for each bearer it has willingly served (typically 1d6 + 1). The first rune grants a
                                                
                                            
                                                
                                                     of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit.
76-80
The Moonblade gains the Thrown property with a normal range of 20 feet and a long range of 60 feet. Each
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     roll, the axe deals an extra 20 Slashing damage.
The axe has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it
                                                
                                            
                                                
                                                     Moradin. While attuned to the axe, you gain the following benefits:
Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Fortitude of
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
Hurl. Whelm has the
                                                
                                            
                                                
                                                     Thrown property with a normal range of 60 feet and a long range of 180 feet. When you hit with a ranged attack roll using Whelm, the target takes an extra 1d8 Force damage, or an extra 4d8 Force damage
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    ) check related to the Abyss. When you do so, you gain Advantage on the check.
Containment. The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a
                                                
                                            
                                                
                                                     finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    
2 minor detrimental properties
1 major detrimental property
The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus.
Protection. You gain a +3 bonus to
                                                
                                            
                                                
                                                     skull surmounts it. For this to happen, the long-lost hero must first be restored to life—no easy task, given the fact that Orcus has imprisoned the hero’s soul and keeps it hidden and well
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Stone of Protection;Protection (Rare). You gain a +1 bonus to Armor Class while this dusty-rose prism orbits your head.
Ioun Stone of Regeneration;Regeneration (Legendary). You regain 15 Hit Points at
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     the old feat and gain the benefits of the new one. You can’t replace a feat that is a prerequisite for any of your other feats or features.
Roll Redo. You undo a single recent event by forcing
                                                
                                            
                                                
                                                     cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength score becomes 3
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Alternate Forms. The gingwatzim has two alternate forms, both of which are chosen by its creator when the gingwatzim comes into being. One form is an exact duplicate of a Tiny nonmagical object (such
                                                
                                            
                                                
                                                     as a book, dagger, or gemstone) that its creator is carrying or wearing when the gingwatzim is conjured. The other form can be any Tiny beast. Once these alternate forms are chosen, they can’t
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain
                                                
                                            
                                                
                                                     points or fewer, plus 22 (5d8);{"diceNotation":"5d8", "rollType":"damage", "rollAction":"Bites", "rollDamageType":"psychic"} psychic damage.
Spellcasting (Psionics). As long as it has more than half
                                                
                                            
                                        
                                                     Spells
                                                    Forgotten Realms: Heroes of Faerûn
                                                    
                                                
                                            
                                                     participates in the casting, you can choose one additional creature, to a maximum of nine additional creatures. The chosen creatures also gain the benefits of the spell for its duration.
When the spell is cast, each secondary caster must expend a level 2+ spell slot; otherwise, the spell fails.
                                                
                                            
                                                
                                                    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
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points.
Telepathic Shroud. The swarm is immune to any
                                                
                                            
                                                
                                                     bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius, or extinguishes the light.
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     claim the throne themselves.
Those favored consorts who prove their cunning gain the ear, and perhaps even the heart, of their priestess and are relied on to provide useful advice. No position of
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     material components. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).
Chaos. You gain resistance to one of the following damage types (chosen by the DM): acid
                                                
                                            
                                                
                                                     the next 8 hours, you can add your proficiency bonus to your initiative rolls.
Day. You gain a +1 bonus to saving throws. This benefit lasts until you finish a long rest.
Destiny. This card protects
                                                
                                            
                                        
                                                     Magic Items
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     class list. The spell you choose must be of a level you can cast. You know the chosen spell and can cast it with your spell slots of the appropriate level until the end of your next long rest.
                                                
                                            
                                                
                                                     gem, you can expend up to 3 charges to ignore the spell’s material components with a gold piece cost, up to 500 gp per charge expended.
When you finish a long rest, choose a spell from any
                                                
                                            
                                        






