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Returning 35 results for 'karunaz connecting listed condition'.
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Feats
Bigby Presents: Glory of the Giants
You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee
Strength saving throw or have the prone condition.
Stone Strike. The target takes an extra 1d6 force damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Fizban's Treasury of Dragons
lair has the following features:
Connecting Passages. Because a deep dragon lacks a sapphire dragonâs ability to shape stone, add a few connecting passages or secret doors to otherwise
lair, the creature must first succeed on a DC 10 Constitution saving throw or be unable to reduce its level of exhaustion. Creatures immune to the poisoned condition are immune to this effect
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Fizban's Treasury of Dragons
features:
Connecting Passages. Because a deep dragon lacks a sapphire dragonâs ability to shape stone, add a few connecting passages or secret doors to otherwise inaccessible chambers, possibly
first succeed on a DC 10 Constitution saving throw or be unable to reduce its level of exhaustion. Creatures immune to the poisoned condition are immune to this effect.
Verdant Growth. Vegetation and
Feats
Bigby Presents: Glory of the Giants
You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee
Strength saving throw or have the prone condition.
Stone Strike. The target takes an extra 1d6 force damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet
Feats
Bigby Presents: Glory of the Giants
You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee
Strength saving throw or have the prone condition.
Stone Strike. The target takes an extra 1d6 force damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet
Feats
Bigby Presents: Glory of the Giants
You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee
Strength saving throw or have the prone condition.
Stone Strike. The target takes an extra 1d6 force damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet
Feats
Bigby Presents: Glory of the Giants
You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee
Strength saving throw or have the prone condition.
Stone Strike. The target takes an extra 1d6 force damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet
Feats
Bigby Presents: Glory of the Giants
You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee
Strength saving throw or have the prone condition.
Stone Strike. The target takes an extra 1d6 force damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet
Feats
Bigby Presents: Glory of the Giants
You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee
Strength saving throw or have the prone condition.
Stone Strike. The target takes an extra 1d6 force damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Immunities This entry lists the monsterâs Immunities, if any. If the monster has damage and condition Immunities, the damage types are listed before the conditions. See the Playerâs Handbook for details.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Immunities This entry lists the monsterâs Immunities, if any. If the monster has damage and condition Immunities, the damage types are listed before the conditions. See âPlaying the Gameâ for details.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Nyanzaru and other settlements for the amounts listed in the Flora and Fauna table. Some of these things inflict the poisoned condition on a creature for an hour or more. Remember that lesser restoration
and similar magic can end that condition. Flora and Fauna Item Cost Dancing monkey fruit 5 gp Menga leaves (1 ounce) 2 gp Ryath root 50 gp Sinda berries (10) 5 gp Wildroot 25 gp Wukka nut 1 gp Yahcha 1 gp Zabou 10 gp
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Legendary Actions If the monster has Legendary Action options, those are listed in this section. A Legendary Action is an action that a monster can take immediately after another creatureâs turn
. Only one of these actions can be taken at a time and only after another creatureâs turn ends. The monster canât take a Legendary Action if it has the Incapacitated condition or is otherwise unable to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Legendary Actions If the monster has Legendary Action options, those are listed in this section. A Legendary Action is an action that a monster can take immediately after another creatureâs turn
. Only one of these actions can be taken at a time and only after another creatureâs turn ends. The monster canât take a Legendary Action if it has the Incapacitated condition or is otherwise unable to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Attitude, Condition, or Hazardâindicates that a rule is part of a family of rules. The tags also have glossary entries. âYou.â The gameâs rulesâin this glossary and elsewhereâoften talk about
something happening to you in the game world. That âyouâ refers to the creature or object that the rule applies to in a particular moment of play. For example, the âyouâ in the Prone condition is a creature
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
network of passages beneath the streets, connecting them to a nearby waterway and greatly improving the townâs sanitation. If the kobolds like the area and arenât mistreated by the humans
other creatures, because such objects are more likely to be in good condition and thus more useful or valuable.
When they go after items that arenât free for the taking, kobolds try to remain
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
, Attitude, Condition, or Hazardâindicates that a rule is part of a family of rules. The tags also have glossary entries. âYou.â The gameâs rulesâin this glossary and elsewhereâoften talk about
something happening to you in the game world. That âyouâ refers to the creature or object that the rule applies to in a particular moment of play. For example, the âyouâ in the Prone condition is a creature
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Vulnerabilities, if any. See also âResistanceâ and âVulnerability.â Immunities. This section lists the monsterâs damage and condition Immunities, if any. See also âImmunity.â Gear. If the monster has
any equipment that can be given away or retrieved, itâs listed in this entry. Senses. This entry lists the monsterâs special senses, such as Darkvision, and its Passive Perception. See also âPassive
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
monsterâs Resistances and Vulnerabilities, if any. See also âResistanceâ and âVulnerability.â Immunities. This section lists the monsterâs damage and condition Immunities, if any. See also âImmunity
.â Gear. If the monster has any equipment that can be given away or retrieved, itâs listed in this entry. Senses. This entry lists the monsterâs special senses, such as Darkvision, and its Passive
Compendium
- Sources->Dungeons & Dragons->Monster Manual
range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage plus 7 (3d4) Necrotic damage. If the target is reduced to 0 Hit Points by this attack, the target becomes Stable but has the Poisoned condition for 1 hour
. While it has the Poisoned condition, the target has the Paralyzed condition.
7 Bonus Actions
Deathless Agility. The familiar takes the Dash or Disengage action.
8
1Name and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage plus 7 (3d4) Necrotic damage. If the target is reduced to 0 Hit Points by this attack, the target becomes Stable but has the Poisoned condition for 1 hour
. While it has the Poisoned condition, the target has the Paralyzed condition.
7 Bonus Actions
Deathless Agility. The familiar takes the Dash or Disengage action.
8
1Name and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
marinersâ guild can supply the characters with any of the equipment listed in chapter 5 of the Playerâs Handbook except for holy symbols, holy water, thievesâ tools, weapons, and armor. The price of
any equipment used by the characters must be deposited with the guild and will be refunded when it is returned in good condition or after the successful completion of the mission.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, for calculating distance fallen, add the heights of the levels the creature falls through, as listed in the âDrop Tubesâ section for the relevant levels. Key Card Access. Entering a drop tube requires a
unlock each door (if applicable) is detailed on the maps throughout this adventure and listed as a parenthetical in encounter area headings. To open a card-locked door, a key card that grants access
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
levels? The highest level is 20th. The âEpic Boonsâ section in the Dungeon Masterâs Guide offers ideas for further advancement. The frightened condition says âwhile the source of its fear is within
interrupt the rest? Yes. Spellcasting is more strenuous than the activities listed on page 186 of the Playerâs Handbook: âeating, drinking, reading, and tending to wounds.â
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared. Oath of Devotion Spells Paladin Level Spells
of Devotion You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there. Level
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Upper-Level Features In addition to the features of the Three Moons Vault listed earlier in this chapter, the vaultâs upper level has a number of important features. If the characters donât know how
condition until the start of its next turn. While Teremini concentrates on her ritual, spherical barriers of solid moonlight also surround each lunar crystal dais. Nothing can physically pass through
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
listed for your Druid level and lower prepared. Arid Land Druid Level Circle Spells 3 Blur, Burning Hands, Fire Bolt 5 Fireball 7 Blight 9 Wall of Stone Polar Land Druid Level Circle Spells 3
spell slots with this feature, you canât do so again until you finish a Long Rest. Level 10: Natureâs Ward You are immune to the Poisoned condition, and you have Resistance to a damage type associated
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
have certain spells ready; when you reach a Warlock level specified in the Archfey Spells table, you thereafter always have the listed spells prepared.
Archfey Spells Warlock Level Spells
as a Reaction in response to taking damage. In addition, the following effects are now among your Steps of the Fey options. Disappearing Step. You have the Invisible condition until the start of your
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rogue Class Features As a Rogue, you gain the following class features when you reach the specified Rogue levels. These features are listed in the Rogue Features table. Rogue Features Level
damageâs type is the same as the weaponâs type. You donât need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesnât have the Incapacitated condition
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Rogue Class Features As a Rogue, you gain the following class features when you reach the specified Rogue levels. These features are listed in the Rogue Features table. Rogue Features Level
damageâs type is the same as the weaponâs type. You donât need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesnât have the Incapacitated condition
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
course. Depending on their new route, a mob of these creatures might emerge in a dungeon connecting the Underdark and the surface world. Rampaging through such a dungeon, the flock often forces its
)
CON
13(+1)
INT
6(â2)
WIS
8(â1)
CHA
7(â2)
Skills Acrobatics +4, Perception +3
Damage Vulnerabilities thunder
Condition Immunities frightened
Senses darkvision 60 ft
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
extend from a large pouch hanging around the giantâs two necks, connecting directly into his chest. A pig snoozes on the floor at the ettinâs feet.
âStand still!â one head roars. âMy steward Slippy will
Demogorgon This ettin is thoroughly deranged, with Thessalar cruelly humoring the creatureâs condition in his âhonoredâ treatment. See appendix B for the ettinâs stat block. At one time, he was told that he
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
is in combat identifies a number of silver wires connecting the rangerâs cloak and backpack. If Barbatos is defeated, examining his body reveals that the backpack holds a trollâs still-beating heart
changes: It has the undead type instead of the beast type. It has vulnerability to bludgeoning damage. It is immune to poison damage and the poisoned condition, and is immune to exhaustion.
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
always have the listed spells prepared.
KATERINA LADON Oath of Devotion Subclass
Oath of Devotion Spells Paladin Level Spells 3 Protection from Evil and Good, Shield of Faith 5 Aid
condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there. Level 15: Smite of Protection Your magical smite now radiates
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared. Fiend Spells Warlock Level Spells 3
Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space. Once you use this feature, you canât use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.






