Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'guild can living'.
Backgrounds
Playerâs Handbook
â Tools, Crowbar, 2 Pouches, Travelerâs Clothes, 16 GP; or (B) 50 GP
You eked out a living in dark alleyways, cutting purses or burgling shops. Perhaps you were part of a small gang of
like-minded wrongdoers who looked out for each other. Or maybe you were a lone wolf, fending for yourself against the local thievesâ guild and more fearsome lawbreakers.
Monsters
Monster Manual
Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness
Uses: 3 (4 in Lair). Immediately after another creatureâs turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its
Spells
Playerâs Handbook
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet
of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those
Magic Items
Dungeon Masterâs Guide
bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when
someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15
Monsters
Monster Manual
Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness
Uses: 3 (4 in Lair). Immediately after another creatureâs turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its
Magic Items
Dungeon Masterâs Guide
You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and
returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn
Monsters
Monster Manual
Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6);{"diceNotation":"3d6", "rollType":"roll", "rollAction
Ephemeral. The wisp canât wear or carry anything.
Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Incorporeal Movement. The wisp can
Monsters
Monster Manual
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has five heads. Whenever the hydra takes 25 damage or more on a single turn, one of its heads dies. The hydra dies if
all its heads are dead. At the end of each of its turns when it has at least one living head, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken Fire
Spells
Playerâs Handbook
returning to your living body (and ending the spell) or attempting to possess a Humanoidâs body.
You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded
surroundings as if you were in the containerâs space. You canât move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either
Spells
Playerâs Handbook
or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.
A task that can be
to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creatureâs name, you can speak that name when you cast this spell to request that creature
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Shadow Escape. If the vampire drops to 0 Hit Points outside its resting place
, it teleports into its resting place unless it is in running water or sunlight. If it canât teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour
Magic Items
Dungeon Masterâs Guide
a living creature specified in the figurineâs description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isnât enough space for
figurine form. When the creature becomes a figurine again, its property canât be used again until a certain amount of time has passed, as specified in the figurineâs description.
Figurine
Magic Items
Guildmastersâ Guide to Ravnica
guildâs recognition and favor.
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13
This ring, adorned with the symbol of a guild, allows you to cast one spell closely associated with that guild, as shown in the Guild Signet Spells table. A guild signet is sometimes
Monsters
Baldurâs Gate: Descent into Avernus
Cunning Action. On each of her turns in combat, Nine-Fingers can use a bonus action to take the Dash, Disengage, or Hide action.
Dagger Thrower. Nine-Fingers adds double her proficiency bonus to the
be able to see the attacker.The current leader of the Guild, Nine-Fingers Keene, disdains flashy garb and illusion magic. She appears to the world as she is: an unassuming woman of middling age and
Monsters
Guildmastersâ Guide to Ravnica
Chameleon Skin. The hybrid has advantage on Dexterity (Stealth) checks made to hide.
Spider Climb. The hybrid can climb difficult surfaces, including upside down on ceilings, without needing to make
soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed.
Monsters
Guildmastersâ Guide to Ravnica
Amphibious. The hybrid can breathe air and water.Multiattack. The hybrid makes two claw attacks.
Claw. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Claw"} to hit
created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed.
Monsters
Baldurâs Gate: Descent into Avernus
headquarters. In addition to hosting regular public forums in her shop, Rael tacitly oversees the Garden of Whispers, a maze of wood-and-paper screens where people from across the city can buy and sell secrets with Guild agents and each other, speaking through the barriers so as to maintain anonymity.
Cunning Action. On each of her turns in combat, Rilsa can use a bonus action to take the Dash, Disengage, or Hide action.
Focus. If Rilsa damages a creature with a weapon attack, she gains advantage
Monsters
Guildmastersâ Guide to Ravnica
Multiattack. The hybrid makes two javelin attacks. It can replace one javelin attack with Spit Acid.
Javelin. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the
Monsters
The Book of Many Things
few words. He shares leadership of the guild with Boss Delour and has a knack for planning heists. Guild members consider him a brutal but fair leader. Some perceptive guild membersâlike Kathra
way heâd never experienced before. When the three of them created the Moonstalkers guild, Augustus relished his new life of crime. But over time, his passion has faded. The riches they gathered
Monsters
Icewind Dale: Rime of the Frostmaiden
Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.
Unfettered. The living spell can move through any barrier, even a wall of magical force
by powerful eldritch forces can give rise to spell effects that become living beings. These so-called living spells haunt the places where they were created, subsisting on ambient magical energy.Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
The Book of Many Things
him dangerous. He can smile and shake someoneâs hand while simultaneously plotting to ruin that person.
Expanding the guildâs activities beyond thievery was Delourâs idea. He
more complex challenges the guild can take on as it grows in power. His only real fear is exposure; the bigger and more active the Moonstalkers become, the more likely they are to attract the attention
Magic Items
Guildmastersâ Guide to Ravnica
Associated with a particular guild, a guild keyrune is a ceremonial, stylized key, about 1 foot long, made from carved stone. Not a literal key, the item is a badge of authority that gives its bearer
access to privileged places in its guildâs headquarters and outposts. At the DMâs discretion, a character might be given a keyrune upon attaining a renown score of 25 in their guild
Monsters
Guildmastersâ Guide to Ravnica
guardians that ride flying creatures called gloamwings. They are fearsome agents of House Dimir, protecting the territory and interests of that guild â particularly the neighborhood of Nightveil, from which
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
Icewind Dale: Rime of the Frostmaiden
Dimensional Form. The living spell can enter another creature's space and vice versa, and it can move through a space as narrow as 1 inch wide without squeezing. The living spell can't detach from a
, target, or deal damage to the living spell; however, they can damage the room around them. Each 5-foot-square section of ceiling, wall, and floor in the chamber has AC 17, 50 hit points, immunity to poison
Monsters
Icewind Dale: Rime of the Frostmaiden
":"Force Fist","rollDamageType":"force"} force damage. If the target is a Large or smaller creature, the living spell can move it up to 5 feet and move with it, without provoking opportunity attacks
. The living spell can grapple only one creature at a time and can't use Force Fist until the grapple ends.A living Bigby's hand is a Large, hovering hand of shimmering, translucent force. It often
Magic Items
Acquisitions Incorporated
upgrade to function as the replica chest used for the Leomund's secret chest spell, becoming a rare magic item. You can open the secret chest through your living loot satchel to deposit or withdraw items
you really donât want to know about, there is no chance for the spell to end.
That Thing You Need
At rank 3, you can use a bonus action to reach into your living loot satchel and make a DC 15
Monsters
The Book of Many Things
willing creature the living portent can see within 30 feet of itself. The targetâs hit point maximum and current hit points increase by 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"roll
: Divination, Greater RestorationPrice of Defiance. When the living portent is damaged by a creature that it can see within 120 feet of itself, radiant power sears the creature. The creature must make a
Monsters
Guildmastersâ Guide to Ravnica
Innate Spellcasting. The medusa's innate spellcasting ability is Intelligence (spell save DC 14). The medusa can innately cast the following spells, requiring no material components:
1/day each
such a creature with an attack.Multiattack. The medusa makes two claw attacks. It can also use Petrifying Gaze before or after making these attacks.
Claw. Melee Weapon Attack: +7;{"diceNotation
Monsters
Eberron: Rising from the Last War
Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing.
Magic Resistance. The living spell has advantage on saving throws against spells and other magical
effects.Multiattack. The living spell makes two Magical Strike attacks.
Magical Strike. Melee Spell Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Magical Strike"} to hit, reach
Monsters
Storm King's Thunder
Xanathar Thievesâ Guild in Waterdeep. After serving ten years in prison for his crimes, he cut all ties to the city and moved north to be a campground caretaker.
Ideal: âYou can run from
your past, but you canât hide from it.â
Bond: âIâve made a new life in Triboar. Iâm not gonna run away this time.â
Flaw: âI have no regrets. I do whatever it takes to survive.â
Monsters
Guildmastersâ Guide to Ravnica
Empowered Spell (3/Day). When the blastseeker rolls damage for a spell, it can reroll up to four dice of damage. It must use the new dice.
Innate Spellcasting. The blastseekerâs innate
spellcasting ability is Intelligence (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). The blastseeker can innately cast the
Monsters
Eberron: Rising from the Last War
Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing.
Magic Resistance. The living spell has advantage on saving throws against spells and other magical
effects.Multiattack. The living spell makes two Magical Strike attacks.
Magical Strike. Melee Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Magical Strike"} to hit, reach
Monsters
Guildmastersâ Guide to Ravnica
Innate Spellcasting (Psionics). The vampireâs innate spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no components:
At will
: message
3/day each: charm person, hold person, mirror image, sleep
1/day each: gaseous form, major image
Shadow Stealth. While in dim light or darkness, the vampire can take the Hide action as a bonus
Monsters
Guildmastersâ Guide to Ravnica
. 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 tracking those who have stolen guild
Mount. If the specter isnât mounted, it can use a bonus action to magically teleport onto its gloamwing mount, provided the specter and the gloamwing are on the same plane of existence. When it
Monsters
Guildmastersâ Guide to Ravnica
Counterflux Overcast (Recharge 5â6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Counterflux Overcast"}. The blastseeker can create an additional effect immediately after casting a spell
). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesnât function for others:
3/day each: enlarge/reduce, mage armor (self only






