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Returning 35 results for 'karunaz contacting learn condition'.
Spells
Player’s Handbook
You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast
question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.
Monsters
Quests from the Infinite Staircase
condition.
Throwing Hammer. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Throwing Hammer"} to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d6 + 2
others escaped the rule of mind flayer;mind flayers. The mind flayers’ psionic power eventually transformed these forsaken dwarves into Aberrations.
You can learn more about derro in Mordenkainen Presents: Monsters of the Multiverse.
Magic Items
Wayfinder's Guide to Eberron
of Finding. As long as this condition is met, you gain the following benefits.
You can add your Intuition die from the Hunter’s Intuition trait of the mark when you make Wisdom (Insight
occurred. If the check is successful, you learn the species of the creature and you can immediately use your Imprint Prey ability to target this creature.
Monsters
Phandelver and Below: The Shattered Obelisk
often struggle to handle the turbulent psychic energy within their minds and bodies. Those psionic goblins who learn how to safely tap into this psychic power are formidable forces in combat. Psionic
Escape. The goblin takes the Disengage or Hide action.
Telekinetic Shove. The goblin targets one creature it can see within 30 feet of itself with a thrust of telekinetic force. The target must succeed on a DC 13 Strength saving throw or have the prone condition.
Monsters
Quests from the Infinite Staircase
condition. On a successful save, the creature takes half as much damage only.
Spellcasting. The derro casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 11):
At
rule of mind flayer;mind flayers. The mind flayers’ psionic power eventually transformed these forsaken dwarves into Aberrations.
You can learn more about derro in Mordenkainen Presents: Monsters of the Multiverse.
Monsters
Strixhaven: A Curriculum of Chaos
components and using Intelligence as the spellcasting ability:
1/day each: contact other plane (as an action, contacting a long-dead spirit), divination, move earth, wall of forceVelomachus can take 3
feet of one or more of these spirit statues. This restrained condition lasts until the end of the creature’s turn. These spirit statues disappear after 10 minutes, when Velomachus dies, or when
Monsters
Quests from the Infinite Staircase
incapacitated condition.
Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.
Regeneration. The vegepygmy regains 5 hit
long as the climate remains hospitable to their fungal bodies.
To learn more about vegepygmies, see Monsters of the Multiverse.Lightning, Piercing
Monsters
Quests from the Infinite Staircase
lands in a space within 10 feet of the froghemoth and has the prone condition. If the froghemoth dies, any swallowed creatures are no longer restrained by it and can escape from the corpse using 10
feet of movement, exiting with the prone condition.
Tentacle. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Tentacle"} to hit, reach 20 ft., one target. Hit: 20
Monsters
Phandelver and Below: The Shattered Obelisk
incapacitated condition until the end of the goblin’s next turn. On a successful save, a creature takes half as much damage only.Nimble Escape. The goblin takes the Disengage or Hide action
goblins often struggle to handle the turbulent psychic energy within their minds and bodies. Those psionic goblins who learn how to safely tap into this psychic power are formidable forces in combat
Magic Items
The Book of Many Things
unconscious condition, and must begin making death saving throws. Spells and other magical effects that restore hit points have no effect on you until you are stabilized. If you fail three death saving throws
. Your walking speed increases by 10 feet.
Pit. A pit opens beneath you. You plummet 3d6 × 10 feet, take damage from the fall, and have the prone condition.
Plant. You gain the ability to cast
Magic Items
The Book of Many Things
, cold, fire, lightning, or thunder. This resistance lasts for 1d12 days.
Coin. Five pieces of jewelry, each worth 100 gp, or ten gemstones, each worth 50 gp, appear at your feet.
Crown. You learn the
Constitution saving throw or have the poisoned condition for 1 hour as your body reels from the extradimensional travel.
Justice. You momentarily gain the ability to balance the scales of fate. For
feats
benefits.
Clear Senses. If you have the Charmed condition at the start of your turn, roll a d20. On a 10 or higher, you no longer have that condition.
Ear for Falsehood. When an NPC speaks to you, you
can use this ability to determine if they are lying. You learn nothing about the truth they conceal or why they are lying, simply that there is a knowing falsehood in their statement. You can use this
You gain the following benefits.
Dragon’s Tongue. You know Draconic. If you already know Draconic when you select this feat, you instead learn one language of your choice from the language
succeed on a Wisdom saving throw (DC 8 plus your Wisdom modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn. If the target succeeds on the save or when the
feats
you have the Incapacitated condition.
Spellfire Flame. You learn the Sacred Flame cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a
take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a
take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.
feats
and send it back.
You gain the following benefits.
Delver into Forgotten Lore. You learn three languages of your choice.
Foul Arcana. You can tap into a brief glimpse of the mythos to empower a
spell, at the cost of overwhelming your mind with a horrifying, cosmic insight. When you cast a spell, you can give that spell’s save DC a +2 bonus but you have the paralyzed condition until the
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
Kobolds are a lot less cute when they learn how to cast fireballs.
— Volo
Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a
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 aren’t free for the taking, kobolds try to remain
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
Triumphant Return When the characters return to the River Shining Tavern, Kaga and Jacque are relieved to see them, then saddened to learn of Arthur Holrow’s death. If the characters retrieved all
creature you can see within 30 feet of you moves, you can use your reaction to give the creature the prone condition. Allies of the target who are within 30 feet of the target must succeed on a DC 16
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Tharashk inquisitive. To attune to the goggles, you must possess the Mark of Finding. As long as this condition is met, you gain the following benefits. You can add your Intuition die from the Hunter’s
object. The DC is 13 + the number of days since the last contact occurred. If the check is successful, you learn the species of the creature and you can immediately use your Imprint Prey ability to target this creature.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
appearance is enough to drive off foes, but if forced to fight, water weirds crush enemies within their fluid coils. Water weirds might protect a site for generations and learn much about their
condition while fully immersed in water.
Water Bound. The water weird dies if it leaves the water to which it is bound or if that water is destroyed.
Actions
Surge. Melee Attack Roll: +5, reach 10 ft
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
components and using Intelligence as the spellcasting ability:
1/day each: contact other plane (as an action, contacting a long-dead spirit), divination, move earth, wall of force
Legendary Actions
restrained if it starts its turn within 5 feet of one or more of these spirit statues. This restrained condition lasts until the end of the creature’s turn. These spirit statues disappear after 10 minutes, when Velomachus dies, or when she uses this action again.
Magic Items
Infernal Machine Rebuild
make an Intelligence check or use divination magic to learn something about a creature, that knowledge comes with added trivia of the DM’s devising.
05
You emanate a weak magnetic aura
, and you are its familiar. If destroyed, it reappears in 1d4 hours.
18
While you are afflicted by a disease or suffering the poisoned or frightened condition, whenever you hit a humanoid with a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
network’s ability to locate. If the spies learn the target’s location, they also learn where that creature has been for the previous 7 days. Pub Special. The Pub has one magical beverage on tap, chosen from
Necrotic damage for 24 hours. Sterner Stuff. For 24 hours after drinking a pint of this beverage, you automatically succeed on saving throws to avoid or end the Frightened condition. At the start of a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
magical abilities, but he can speak freely to the party and provide valuable information. Once members of the Avowed learn that a creature is trapped in the tome, they will allow the characters to
leave Candlekeep with it, on the condition that the book is returned to them once the djinni is freed. (The Avowed are in no rush to get the book back.)
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
in powerful pincers. CoupleofKooks “You wanna learn Modron? Yeah, I speak it. Lesson one: ‘beep boop.’ That means ‘Hello, friend, I mean you no harm.’ Really, I swears it!”
—Morte, amid surely
(+3)
CON
17 (+3)
INT
19 (+4)
WIS
17 (+3)
CHA
15 (+2)
Saving Throws Int +9, Wis +8
Skills Perception +13
Damage Resistances lightning, psychic
Condition Immunities charmed
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Great Old One Expanded Spells Spell Level
Spells
1st dissonant
language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Entropic Ward At 6th level, you learn to magically ward
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ancient Brass Dragon Ancient brass dragons create worlds-spanning networks. They combat forces of repression and misinformation, helping people learn from the mistakes of the past. Either personally
21, each creature in a 90-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Homunculus Servant Item: A gem or crystal worth at least 100 gp You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature’s
Throws Dex +2 plus PB
Skills Perception +0 plus PB × 2, Stealth +2 plus PB
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 + (PB
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of the Open Hand Master Unarmed Combat Techniques Warriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to
succeed on a Dexterity saving throw or have the Prone condition. Level 6: Wholeness of Body You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Homunculus Servant Item: A gem or crystal worth at least 100 gp You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature’s
Throws Dex +2 plus PB
Skills Perception +0 plus PB × 2, Stealth +2 plus PB
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 + (PB
Compendium
- Sources->Dungeons & Dragons->Monster Manual
learn how to complete its own botched magical creation.
6 Take an influential position, acting as a sleeper agent for a doppelganger invasion.
Sean Murray
Doppelganger Medium
. Failure: The target has the Frightened 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.
Bonus
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Homunculus Servant Prerequisite: 6th-level artificer
Item: A gem worth at least 100 gp or a dragonshard You learn intricate methods for magically creating a special homunculus that serves you. The
)
WIS
10 (+0)
CHA
7 (−2)
Saving Throws Dex +4
Skills Perception +4, Stealth +4
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
difficult trial awaits them. Gynosphinxes are virtual libraries of knowledge and lore. They ask riddles and present puzzles to test the wit of supplicants that come to learn their secrets. Some are willing
Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 18
Languages
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. Tuning and focusing the device this way calls for a considerable amount of skill and practice, and the device’s dilapidated condition makes the process more difficult. Both Rezmir and Borngray visit
is a golden opportunity for characters to learn Voaraghamanthar’s secret. Characters might try to take this item when they leave. The farseer is bulky (approximately 40 pounds) and fragile. Worst of






