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                        Returning 35 results for 'gain condition life'.
                    
                
                        
                            
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                                        gain conviction life
                                    
                                
                        
                    
                
                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    As a Bonus Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"damage", "rollAction":"Charm Ray", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition for 1 hour or until it takes damage. Success: Half damage only.
Paralyzing Ray
                                                
                                            
                                                
                                                    . Constitution Saving Throw: DC 17. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Life-Draining Root.
Slam. Melee Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Slam"}, reach 10 ft. Hit: 25 (4d8 + 7);{"diceNotation":"4d8+7", "rollType":"damage
                                                
                                            
                                                
                                                     ft. Hit: 20 (3d8 + 7);{"diceNotation":"3d8+7", "rollType":"damage", "rollAction":"Thorn Volley", "rollDamageType":"Piercing"} Piercing damage.
Life-Draining Root. Constitution Saving Throw: DC 20
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Fetid Aura. Constitution Saving Throw: DC 12, any creature that starts its turn in a 10-foot Emanation originating from the swarm. Failure: The target has the Poisoned condition until the start of
                                                
                                            
                                                
                                                     space and vice versa, and the swarm can move through any opening large enough for a Small creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.Multiattack. The swarm makes two
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    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 raven. The swarm can’t regain Hit Points or gain
                                                
                                            
                                                
                                                     the Deafened condition until the start of the swarm’s next turn. While Deafened, the target also has Disadvantage on ability checks and attack rolls.Bludgeoning, Piercing, Slashing
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    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 creature. The swarm can’t regain Hit Points or gain
                                                
                                            
                                                
                                                     Proboscises", "rollDamageType":"Piercing"} Piercing damage if the swarm is Bloodied. If the target is a Medium or smaller creature in the swarm’s space, the target has the Grappled condition
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.
Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with
                                                
                                            
                                                
                                                     this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     within 10 feet. Failure: The target has the Stunned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically
                                                
                                            
                                                
                                                    .
Rapport Spores. The myconid expels spores in a 30-foot Emanation originating from itself. Creatures in that area with an Intelligence score of 2 or higher that aren’t Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day, or 4/Day in Lair). If the dracolich fails a saving throw, it can choose to succeed instead.
Life Suppression. Creatures within 60 feet of the dracolich can’t
                                                
                                            
                                                
                                                    "} Psychic damage, and the target has the Frightened condition until the end of its next turn. Failure or Success: The dracolich can’t take this action again until the start of its next
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    , it teleports into its resting place unless it is in running water or sunlight. If it can’t teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour
                                                
                                            
                                                
                                                     Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"Consume Life"} Hit Points.
Vanish. The wisp and its light have the Invisible condition until the wisp’s Concentration ends on this effect, which ends early immediately after the wisp makes an attack roll or uses Consume Life.
                                                
                                            
                                                
                                                    ", "rollType":"damage", "rollAction":"Shock", "rollDamageType":"Lightning"} Lightning damage.Lightning, PoisonAcid, Bludgeoning, Cold, Fire, Necrotic, Piercing, SlashingConsume Life. Constitution
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
                                                
                                            
                                                
                                                     empyrean and each ally within 30 feet of it gain Advantage on d20 test;D20 Tests until the end of the empyrean’s next turn. The empyrean can’t take this action again until the start of its
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an
                                                
                                            
                                                
                                                     attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can’t be used this way again until the next dawn.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    . Constitution Saving Throw: DC 12, one creature the myconid can see within 10 feet. Failure: The target has the Stunned condition and repeats the save at the end of each of its turns, ending the effect
                                                
                                            
                                                
                                                     Intelligence score of 2 or higher that aren’t Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight
                                                
                                            
                                                
                                                     condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollAction":"Charm Ray", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition for 1 hour or until it takes damage. Success: Half damage only. 2: Paralyzing Ray. Constitution
                                                
                                            
                                                
                                                     Saving Throw: DC 16. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
                                                
                                            
                                                
                                                     empyrean and each ally within 30 feet of it gain Advantage on d20 test;D20 Tests until the end of the empyrean’s next turn. The empyrean can’t take this action again until the start of its
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Touch", "rollDamageType":"Cold"} Cold damage, and the target has the Paralyzed condition until the start of the lich’s next turn.
Spellcasting. The lich casts one of the following spells, using
                                                
                                            
                                                
                                                    .
Disrupt Life. Constitution Saving Throw: DC 20, each creature that isn’t an Undead in a 20-foot Emanation originating from the lich. Failure: 31 (9d6);{"diceNotation":"9d6", "rollType":"damage
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws.
Luck. If the weapon is on your person
                                                
                                            
                                                
                                                    , you can call on its luck (no action required) to reroll one failed D20 Test if you don’t have the Incapacitated condition. You must use the second roll. Once used, this property can’t be
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Detect Life. The banshee magically senses the direction of creatures up to 1 mile away that aren’t Constructs or Undead.
Incorporeal Movement. The banshee can move through other creatures and
                                                
                                            
                                                
                                                     Throw: DC 13, one creature the banshee can see within 60 feet that can see the banshee. Failure: The target has the Frightened condition until the start of the banshee’s next turn. Success: The
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Celestial Restoration. If the naga dies, it returns to life in 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Celestial Restoration"} days and regains all its Hit Points unless Dispel
                                                
                                            
                                                
                                                     feet. Failure: 31 (7d8);{"diceNotation":"7d8", "rollType":"damage", "rollAction":"Poisonous Spittle", "rollDamageType":"Poison"} Poison damage, and the target has the Blinded condition until the start
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    While wearing this belt, you gain the following benefits:
Dwarvish. You know Dwarvish.
Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and
                                                
                                            
                                                
                                                     one, or a thicker beard if you already have one.
If you aren’t a dwarf or duergar, you gain the following additional benefits while wearing the belt:
Darkvision. You have Darkvision with a
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     willingly enter the area, and any creature that is possession;possessed by or that has the Charmed or Frightened condition from such creatures isn’t possessed, Charmed, or Frightened by them
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    .
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
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                                
                                                     feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     height above it.
Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra
                                                
                                            
                                                
                                                     with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one
                                                
                                            
                                                
                                                     within the spell’s range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately
                                                
                                            
                                                
                                                     1 mile (works only with you)
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     creature whose soul has been devoured by Blackrazor can be restored to life only by a Wish spell.
When Blackrazor devours a soul that isn’t yours, you gain Temporary Hit Points equal to the slain
                                                
                                            
                                                
                                                    Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to
                                                
                                            
                                        
                                                     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
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                                
                                                     condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn
                                                
                                            
                                        






