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Returning 35 results for 'gaining hands'.
Other Suggestions:
gaining holds
giving hands
Monsters
Tomb of Annihilation
7th level (1 slot): fire storm
Dragon Wings. As a bonus action on his turn, Zindar can sprout a pair of dragon wings from his back, gaining a flying speed of 30 feet until he dismisses them as a
":"bludgeoning"} bludgeoning damage when used with two hands.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Breath Weapon"}. Zindar uses one of the following
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollType":"damage", "rollAction":"Silver Sword", "rollDamageType":"force"} force damage if used with two hands, plus 16 (3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Silver Sword
, Titivilus has manipulated everyone along his path to power, either to win them over to his cause or to remove them as a threat.
Since gaining his position, Titivilus has convinced Dispater that countless
Monsters
Locathah Rising
gaining those of the creature. If the creature has the same proficiency as Amble and the bonus in its stat block is higher, use the creature's bonus instead of Amble's.
When Amble transforms, they
dropping to 0 hit points, any excess damage carries over their normal form.
Amble can't cast spells, and their ability to speak or take any action that requires hands is limited to the capabilities of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Running This Chapter In this chapter, the characters explore the halls of Lavoglia, better known as the Palace of Heart’s Desire. Most likely, they’ve learned of Zybilna’s betrayal at the hands of
can free Zybilna and count on her help in return—perhaps even gaining a wish spell for their trouble. Before your first game session in this chapter, follow these steps to help make the players
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Running This Chapter In this chapter, the characters explore the halls of Lavoglia, better known as the Palace of Heart’s Desire. Most likely, they’ve learned of Zybilna’s betrayal at the hands of
can free Zybilna and count on her help in return—perhaps even gaining a wish spell for their trouble. Before your first game session in this chapter, follow these steps to help make the players
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
semitransparent, slightly distorting images seen through them. A statue of a gnome cowers near a crystal outgrowth, holding a broken crystal in its hands.
Six nightlights (see “Fungi of the Underdark
, gaining advantage on the Constitution saving throw made against Neheedra’s gaze. However, the creature makes attack rolls with disadvantage.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
semitransparent, slightly distorting images seen through them. A statue of a gnome cowers near a crystal outgrowth, holding a broken crystal in its hands.
Six nightlights (see “Fungi of the Underdark
, gaining advantage on the Constitution saving throw made against Neheedra’s gaze. However, the creature makes attack rolls with disadvantage.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, delicious tea magically appears in the protected creature’s hands. A pouch contains enough leaves for one use. Taking a Bubble Ride Any Large or smaller creature that enters the teapot is enveloped in a
a DC 10 Dexterity (Acrobatics) check, gaining control of the bubble on a success. The character can then steer the bubble and pop it over any location on the carnival map. On a failed check, the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, delicious tea magically appears in the protected creature’s hands. A pouch contains enough leaves for one use. Taking a Bubble Ride Any Large or smaller creature that enters the teapot is enveloped in a
a DC 10 Dexterity (Acrobatics) check, gaining control of the bubble on a success. The character can then steer the bubble and pop it over any location on the carnival map. On a failed check, the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
famous of the old shield dwarf cities is Citadel Adbar, north and east of Silverymoon. Many of these dwarfholds have changed hands over the centuries in a cycle of invasion by enemies, followed by
by their gold dwarf cousins. Shield dwarf crafters build to last, and each one’s signature mark placed upon an enduring masterpiece serves as a way of gaining immortality. DWARF CLANS OF THE NORTH
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
famous of the old shield dwarf cities is Citadel Adbar, north and east of Silverymoon. Many of these dwarfholds have changed hands over the centuries in a cycle of invasion by enemies, followed by
by their gold dwarf cousins. Shield dwarf crafters build to last, and each one’s signature mark placed upon an enduring masterpiece serves as a way of gaining immortality. DWARF CLANS OF THE NORTH
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus
within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can’t use it
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus
within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can’t use it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the
unconscious. You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the
knocked unconscious. You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the
unconscious. You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, gaining a flying speed of 30 feet until he dismisses them as a bonus action.
Actions
Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage, or 6
(1d8+2) bludgeoning damage when used with two hands.
Breath Weapon (Recharge 5-6). Zindar uses one of the following options:
Fire Breath. Zindar exhales fire in a 15-foot cone. Each creature in
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
scores. Amble also retains all their skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as Amble and the bonus in its stat block is
ability to speak or take any action that requires hands is limited to the capabilities of their beast form. Transforming doesn’t break Amble’s concentration on a spell they’ve already cast however, or
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, gaining a flying speed of 30 feet until he dismisses them as a bonus action.
Actions
Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage, or 6
(1d8+2) bludgeoning damage when used with two hands.
Breath Weapon (Recharge 5-6). Zindar uses one of the following options:
Fire Breath. Zindar exhales fire in a 15-foot cone. Each creature in
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the
knocked unconscious. You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
scores. Amble also retains all their skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as Amble and the bonus in its stat block is
ability to speak or take any action that requires hands is limited to the capabilities of their beast form. Transforming doesn’t break Amble’s concentration on a spell they’ve already cast however, or
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
worth of coins from different worlds and planes Sigil Faction Affinities Faction Skill Athar Religion Bleak Cabal Insight Doomguard Nature Fated Intimidation Fraternity of Order History Hands of
existence is governed by laws, and power comes from understanding and exploiting them. Hands of Havoc. Those who try to impose a single order on the multiverse are doomed to fail. Harmonium. The
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
worth of coins from different worlds and planes Sigil Faction Affinities Faction Skill Athar Religion Bleak Cabal Insight Doomguard Nature Fated Intimidation Fraternity of Order History Hands of
existence is governed by laws, and power comes from understanding and exploiting them. Hands of Havoc. Those who try to impose a single order on the multiverse are doomed to fail. Harmonium. The
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
threat. Since gaining his position, Titivilus has convinced Dispater that countless plots are being hatched against him and that Asmodeus himself seeks to remove Dispater from power. In response, Dispater
.
Silver Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) force damage, or 9 (1d10 + 4) force damage if used with two hands, plus 16 (3d10) necrotic damage. If the target is
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
threat. Since gaining his position, Titivilus has convinced Dispater that countless plots are being hatched against him and that Asmodeus himself seeks to remove Dispater from power. In response, Dispater
.
Silver Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) force damage, or 9 (1d10 + 4) force damage if used with two hands, plus 16 (3d10) necrotic damage. If the target is
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
a proud time when we welcomed the following summer with Felbarr back in dwarf hands. In the most recent war, the orcs again took Citadel Felbarr, but with the help of King Bruenor Battlehammer and an
almost entirely underground. However, since it has been invaded by orcs more than once, no accurate maps of the city’s full interior are known to exist, preventing would-be attackers from gaining their
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
a maximum of 20. (This is included above.) Blindsight. You have Blindsight with a range of 10 feet. Fog of War. You exploit the distractions of battle, gaining Advantage on any Dexterity (Stealth
Hands As a Bonus Action, you can do one of the following. Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves’ Tools or to pick a pocket. Use an
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
and champions. She speaks for Droaam, and is always interested in intrigues and plots. Sora Maenya is the commander of Droaam’s armies. It’s said that she can crush a giant with her bare hands, then eat
before the armies of Droaam and agents of Daask make their move? A middle-of-the-road view is that the Daughters are motivated solely by Sora Teraza’s visions. They have no interest in gaining power
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
horrible ritual to become a powerful yuan-ti malison — retaining his human head and torso and gaining a serpentine lower body. With Ubtao gone from the world, Ras Nsi and his new yuan-ti followers began
ends, the target is restrained, and Ras Nsi can't constrict another target.
Flame Tongue Longsword (Yuan-ti Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage when used with two hands, plus 7 (2d6) fire damage.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
a proud time when we welcomed the following summer with Felbarr back in dwarf hands. In the most recent war, the orcs again took Citadel Felbarr, but with the help of King Bruenor Battlehammer and an
almost entirely underground. However, since it has been invaded by orcs more than once, no accurate maps of the city’s full interior are known to exist, preventing would-be attackers from gaining their
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
a maximum of 20. (This is included above.) Blindsight. You have Blindsight with a range of 10 feet. Fog of War. You exploit the distractions of battle, gaining Advantage on any Dexterity (Stealth
Hands As a Bonus Action, you can do one of the following. Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves’ Tools or to pick a pocket. Use an
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
horrible ritual to become a powerful yuan-ti malison — retaining his human head and torso and gaining a serpentine lower body. With Ubtao gone from the world, Ras Nsi and his new yuan-ti followers began
ends, the target is restrained, and Ras Nsi can't constrict another target.
Flame Tongue Longsword (Yuan-ti Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage when used with two hands, plus 7 (2d6) fire damage.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
and champions. She speaks for Droaam, and is always interested in intrigues and plots. Sora Maenya is the commander of Droaam’s armies. It’s said that she can crush a giant with her bare hands, then eat
before the armies of Droaam and agents of Daask make their move? A middle-of-the-road view is that the Daughters are motivated solely by Sora Teraza’s visions. They have no interest in gaining power
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
find a holy symbol for their chosen deity. As soon as a character touches the amulet, a pulse of divine energy ripples from them, causing the amulet to vanish from their hands. The pulse flattens the
characters gaining access to any god-granted spells and divine class features. Conclusion As soon as the characters exit and leave sight of the temple, the structure vanishes. The characters find no trace of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
clap their hands with glee, but they are happiest of all when they find a cache of gems, particularly diamonds. Individual rock gnomes have different ideas about what sorts of inventions are the most
purveyors of madcap mayhem. Despite losing body parts or gaining scars from various accidents, nothing stops the tinker gnomes’ insatiable quest to experiment and discover.
Go Big or Go Home. The