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                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb
                                                
                                            
                                                
                                                     Speed equal to its Speed.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     talisman.
Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.
Pure Rebuke. The talisman has 7 charges. While wearing or holding
                                                
                                            
                                                
                                                     the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers donât allow you to move this way on a slippery surface, such as one covered by ice or oil.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item, but it canât restore magic to such an object.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     holding or carrying the talisman.
Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.
Ultimate End. The talisman has 6 charges
                                                
                                            
                                                
                                                    . While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     Climb. You have a Climb Speed equal to your Speed and can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free.
Spider Walk. You canât be caught in webs
                                                
                                            
                                                
                                                     of any sort and can move through webs as if they were Difficult Terrain.
Web. You can cast Web (save DC 13). The web created by the spell fills twice its normal area. Once used, this property canât be used again until the next dawn.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Immutable Form. The colossus canât shape-shift.
Legendary Resistance (4/Day). If the colossus fails a saving throw, it can choose to succeed instead.
Magic Resistance. The colossus has
                                                
                                            
                                                
                                                    ":"Radiant"} Radiant damage. Success: Half damage. Failure or Success: A creature reduced to 0 Hit Points by this beam disintegrates into dust, leaving behind any magic items it was wearing or
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     random direction. 7â8. The target makes a melee attack against a randomly determined creature within its reach or does nothing if it canât make such an attack.Bite. Melee Attack Roll: +2
                                                
                                            
                                                
                                                    . If the target is a Medium or smaller creature, it has the Prone condition. The target dies if it is reduced to 0 Hit Points by this attack. Its body is then absorbed into the mouther, leaving only
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     from the creature.
Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting
                                                
                                            
                                                
                                                    You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Astral Implosion. If the blob is reduced to 0 Hit Points, it implodes and ejects any creatures and objects engulfed by it into the Astral Sea. The blob itself vanishes, leaving behind a layer of
                                                
                                            
                                                
                                                     Plane.
Legendary Resistance (4/Day). If the blob fails a saving throw, it can choose to succeed instead.
Magic Resistance. The blob has Advantage on saving throws against spells and other magical
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     within 60 feet of a sphere, you can take a Magic action to make a DC 25 Intelligence (Arcana) check. On a successful check, you control the sphere until the start of your next turn, and if it was under
                                                
                                            
                                                
                                                     another creatureâs control, that creature loses control of the sphere. On a failed check, the sphere moves 10 feet toward you in a straight line.
While in control of the sphere, you can take a
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     vanishes to some other corner of the multiverse where its moral guidance can bring hope to an endangered world. Although attempts have been made to copy the work, efforts to do so fail to capture its
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    . Legend says Vecnaâs destruction came at Kasâs hand, but Vecna also wrought his rebellious lieutenantâs doom, leaving only Kasâs sword behind.
Bloodthirst. The sword thirsts for
                                                
                                            
                                                
                                                     detrimental property
Spells. While the sword is on your person, you can cast the following spells (save DC 18) from it:
Call Lightning
Divine Word
Finger of Death
Once you use the sword to
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    
97â00
97â00
Void
Each cardâs effect is described below.
Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another
                                                
                                            
                                                
                                                     one of your ability scores by 2. You canât decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no
                                                
                                            
                                        
                                                     Magic Items
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     your first turn, provided that the gavel is on your person.
Bond of Amity. As an action, you can use the gavel to strike a point on a hard surface. The first time in the next minute that a creature
                                                
                                            
                                                
                                                    , you canât use it again until you finish a long rest.
Gift of Truth. You can transfer the gavelâs magic to a place by tracing the venn rune on the ground with your finger. The point where
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                    ","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at
                                                
                                            
                                                
                                                     magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list of prepared
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    Axiomatic Mind. The pentadrone canât be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body falls into a pile of parts
                                                
                                            
                                                
                                                    âgears, plates, screws, and wires, leaving behind its weapons and anything else it was carrying.
Each collapsed modron also spits out a six-inch-diameter magically charged disk that powers the
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     life can be.
When a coldlight walker dies, its light goes out, leaving behind a frozen, inanimate corpse that can never be raised from the dead.Cold
                                                
                                            
                                                
                                                    Blinding Light. The walker sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, the walker can target one creature in its bright light that it can see
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    Axiomatic Mind. The drone canât be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the drone dies, its body disintegrates into dust, leaving behind
                                                
                                            
                                                
                                                    ":"Shortbow","rollDamageType":"piercing"} piercing damage.
Detention Orb. The drone launches a tiny orb of magical force at a creature it can see within 30 feet of itself. The creature must succeed on a
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     plunders the creatureâs mind, leaving its prey befuddled and confusedâor dead.
When oblexes feed on thoughts, they can form weird copies of their prey to use as lures, which helps them harvest even more victims for their mind flayer masters.
                                                
                                            
                                                
                                                    Amorphous. The oblex can move through a space as narrow as 1 inch wide without squeezing.
Aversion to Fire. If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Fiery End. If the magen dies, its body disintegrates in a harmless burst of fire and smoke, leaving behind anything it was wearing or carrying.
Magic Resistance. The magen has advantage on saving
                                                
                                            
                                                
                                                     that it can see within 60 feet of it. The target must succeed on a DC 12 Wisdom saving throw or take 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Psychic Lash","rollDamageType
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     incapacitated creature can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. A creature that succeeds on the saving throw is immune to this intellect snare
                                                
                                            
                                                
                                                     creatures are left behind. An intellect snare feeds by wrapping a creature in one of its tentacles and then siphoning shreds of thought, leaving a tattered mind in its wake.PsychicSiphon Thoughts. The
                                                
                                            
                                        
                                                     Monsters
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     one creature he can see within 60 feet of him. The target must make a DC 15 Constitution saving throw, taking 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Withering Gaze
                                                
                                            
                                                
                                                     himself to fighting the ever-present threat of demons.
Gideon slowly gave up his sanity and free will to the devils, leaving him corrupted by Zariel and fully serving her in the months leading up to
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Fiery End. If the magen dies, its body disintegrates in a harmless burst of fire and smoke, leaving behind anything it was wearing or carrying.
Magic Resistance. The magen has advantage on saving
                                                
                                            
                                                
                                                    ":"lightning"} lightning damage on a failed save, or half as much damage on a successful one.Galvan magen can fly. They also store static electricity, which they discharge as lightning bolts.
Magen are magical
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    Axiomatic Mind. The septon canât be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The septon has advantage on initiative checks.
Disintegration. If
                                                
                                            
                                                
                                                     the septon dies, its body disintegrates into dust, leaving behind anything it was carrying.Multiattack. The septon makes four Tentacle attacks and uses Lightning Network or Spellcasting.
Tentacle
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    Swarm. The swarm can occupy another creatureâs space and vice versa, and the swarm can move through any opening large enough for a Tiny scarab. The swarm canât regain hit points or gain
                                                
                                            
                                                
                                                     temporary hit points.
Skeletonize. If the swarm starts its turn in the same space as a dead creature that is Large or smaller, the corpse is destroyed, leaving behind only equipment and bones (or
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     darkvision.
Shadowy Demise. If Sion dies, his body melts into shadow, leaving behind only equipment he was wearing or carrying.
Sunlight Weakness. While in sunlight, Sion has disadvantage on attack rolls
                                                
                                            
                                                
                                                    "} necrotic damage.
Affix Shadow. Sion targets a creature within 60 feet of himself that he can see. That target must make a DC 13 Charisma saving throw. On a failed save, the target has the grappled
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                     of House Dimir erases a person's identity, leaving a mind so broken it can no longer live. Thus, Nightveil specters have no memory of their previous lives, and they are just clever enough to follow
                                                
                                            
                                                
                                                     the specters get their name. Their work can include driving off people who accidentally wander too close to a secret rooftop meeting, killing those who knowingly infiltrate Dimir property, and
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     damage.
Magic Mockery. The faerie hurls magical taunts at one creature it can see within 60 feet of itself. The creature must succeed on a DC 13 Wisdom saving throw or take 3 (1d6);{"diceNotation
                                                
                                            
                                                
                                                     are tiny thieves who steal whatever they can lay their hands on to cause confusion and consternation. A faerie borrower stands less than six inches tall, with blue or blue-gray skin and wings resembling
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    Axiomatic Mind. The nonaton canât be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The nonaton has advantage on initiative rolls.
Disintegration. If
                                                
                                            
                                                
                                                     the nonaton dies, its body disintegrates into dust, leaving behind anything it was carrying.Multiattack. The nonaton makes three Arm attacks and uses Pillar of Truth or Spellcasting.
Arm. Melee Weapon
                                                
                                            
                                        
                                                     Monsters
                                                    Keys from the Golden Vault
                                                    
                                                
                                            
                                                    Ashen Creature. When Jhaeros drops to 0 hit points, he explodes in a harmless cloud of ashes, leaving nothing else behind.
Berserk. Whenever Jhaeros starts his turn with 60 hit points or fewer, roll
                                                
                                            
                                                
                                                     a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Berserk"}. On a 6, Jhaeros goes berserk. On each of his turns while berserk, Jhaeros attacks the nearest creature he can see. If no creature
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    ":"recharge", "rollAction":"Void Warp"}. The zealot teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself, leaving a churning void
                                                
                                            
                                                
                                                    , is unnaturally flexible. The zealot can move through any space as narrow as 1 inch without squeezing.Multiattack. The zealot makes one Psychic Rend attack and two Shortsword attacks.
Psychic Rend
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Immutable Form. The colossus is immune to any spell or effect that would alter its form.
Legendary Resistance (3/Day). If the colossus fails a saving throw, it can choose to succeed instead.
Magic
                                                
                                            
                                                
                                                    );{"diceNotation":"3d12+10","rollType":"damage","rollAction":"Slam","rollDamageType":"bludgeoning"} bludgeoning damage, and the colossus can push the target up to 20 feet away from it.
Eldritch Turret. Ranged Spell
                                                
                                            
                                        
                                                     Monsters
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    .
Ironbound Pursuit. The madcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4);{"diceNotation
                                                
                                            
                                                
                                                    , the word âcool,â or the color blue.
When a madcap drops to 0 hit points, its hateful existence comes to an end in spectacular fashion as it bursts into flames, reducing itself, its ichor-soaked hat, and its pants to ashes instantly while leaving behind its weapon and smoldering iron boots.
                                                
                                            
                                        






