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Returning 35 results for 'magical scores with only also from for list'.
Monsters
Monster Manual
devourer has Total Cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores; its understanding of Deep Speech; its
intellect devourer must leave it. The intellect devourer is also forced out if the target regains its devoured brain by means of a Wish spell. By spending 5 feet of its movement, the intellect devourer
Spells
Player’s Handbook
while in the area.
Extra Effect. You bind an extra effect to the area from the list below:
Courage. Creatures of any types you choose can’t gain the Frightened condition while in the area
.
Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can’t illuminate the area.
Daylight. Bright light fills the area
Backgrounds
Player’s Handbook
Ability Scores: Strength, Intelligence, CharismaFeat: SkilledSkill Proficiencies: History and PersuasionTool Proficiency: Choose one kind of Gaming SetEquipment: Choose A or B: (A
a first-class education, some of which you appreciated and some of which you resented. Your time in the castle, especially the many hours you spent observing your family at court, also taught you a great deal about leadership.
Species
Player’s Handbook
Gnomes are magical folk created by gods of invention, illusions, and life underground. The earliest gnomes were seldom seen by other folk due to the gnomes’ secretive nature and their
propensity for living in forests and burrows. What they lacked in size, they made up for in cleverness. They confounded predators with traps and labyrinthine tunnels. They also learned magic from gods like
Spells
Player’s Handbook
You touch a willing creature. For the duration, the target’s movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target’s Speed nor
cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.
In addition, the target can spend 5 feet of movement to automatically escape from
Monsters
Monster Manual
Magic Resistance. The pseudodragon has Advantage on saving throws against spells and other magical effects.Multiattack. The pseudodragon makes two Bite attacks.
Bite. Melee Attack Roll: +4
":"Poison"} Poison damage, and the target has the Poisoned condition for 1 hour. While Poisoned, the target also has the Unconscious condition, which ends early if the target takes damage or a creature within 5 feet of it takes an action to wake it.
Spells
Player’s Handbook
You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or
Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall’s space or ends it turn there. A creature makes that save only once per turn.
Spells
Player’s Handbook
Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast
Backgrounds
Player’s Handbook
Ability Scores: Strength, Dexterity, IntelligenceFeat: CrafterSkill Proficiencies: Investigation and PersuasionTool Proficiency: Choose one kind of Artisan's ToolsEquipment: Choose A
as soon as you were strong enough to carry a bucket. When you were old enough to apprentice, you learned to create basic crafts of your own, as well as how to sweet-talk the occasional demanding customer. Your trade has also given you a keen eye for detail.
Magic Items
Dungeon Master’s Guide
. Legend says Vecna’s destruction came at Kas’s hand, but Vecna also wrought his rebellious lieutenant’s doom, leaving only Kas’s sword behind.
Bloodthirst. The sword thirsts for
.
Magic Weapon. You gain a +3 bonus to attack rolls and damage rolls made with the sword, which scores a Critical Hit on a roll of 19 or 20 on the d20 and deals an extra 2d10 Slashing damage to Undead
Magic Items
Dungeon Master’s Guide
97–00
97–00
Void
Each card’s 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 can’t 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
Spells
Player’s Handbook
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison
that magic to exit the cage. On a failed save, the creature doesn’t exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can’t be dispelled by Dispel Magic.
Spells
Player’s Handbook
You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this
;t locate or perceive the imprisoned target, and the target can’t teleport.
Until the spell ends, the target is also affected by one of the following effects of your choice:
Burial. The target
Monsters
Monster Manual
":"Piercing"} Piercing damage.
Eye Rays. The death tyrant randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d10;{"diceNotation":"1d10", "rollType
direction. The target has the Restrained condition until the start of the death tyrant’s next turn or until the death tyrant has the Incapacitated condition. The death tyrant can also exert fine
Monsters
Monster Manual
spells and other magical effects.
Spiteful Escape. When the hag drops to 0 Hit Points, it dies only if it is within 30 feet of its anathema (a thing the DM chooses as the hag’s most hated thing
Each arch-hag creates a magical home, such as a hidden demiplane, a mansion atop a storm cloud or—in the case of the arch-hag Baba Yaga—a hut atop giant chicken legs. The interiors of these
Monsters
Monster Manual
"} Piercing damage.
Eye Rays. The beholder randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d10;{"diceNotation":"1d10", "rollType":"roll
the Restrained condition until the start of the beholder’s next turn or until the beholder has the Incapacitated condition. The beholder can also exert fine control on objects with this ray
Magic Items
Dungeon Master’s Guide
rejects you but also places a curse on you, causing you to make D20 Test;D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re
time you throw the weapon, it flies back to your hand after the attack.
81-85
The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.
86-95
You can take a Bonus Action to
Spells
Player’s Handbook
You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest
glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
Explosive Rune. When triggered, the
Spells
Player’s Handbook
contiguous, or twenty-five 10-foot squares that are contiguous.
When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that
bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.
Other Spell Effect. Place one of the following magical effects within the warded
Monsters
Tyranny of Dragons
wizard spell list:
Cantrips (at will): fire bolt, prestidigitation, shocking grasp
1st level (4 slots): longstrider, magic missile, shield, thunderwave
2nd level (2 slots): magic weapon, misty
step
War Magic. When Dralmorrer uses his action to cast a cantrip, he can also take a bonus action to make one weapon attack.
Weapon Bond. Provided his longsword is on the same plane, Dralmorrer can
Magic Items
Mythic Odysseys of Theros
This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn’t impede
bodily functions. Once you put it on, it can’t be removed unless you choose to do so.
While wearing the armor, you have resistance to fire damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks.
Monsters
Guildmasters’ Guide to Ravnica
Assassinate. During its first turn, the hybrid poisoner has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the hybrid scores against a surprised creature is a
interguild conflict looms. Believing 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
Magic Items
Acquisitions Incorporated
Also at rank 3, Head Office provides you with a travel alchemical kit—an uncommon magic item containing miniaturized versions of both Alchemist's Supplies;alchemist's supplies and a Poisoner's
Kit;poisoner's kit (glass vials, a mortar and pestle, chemicals, and a glass stirring rod). You gain proficiency with a Poisoner's Kit;poisoner's kit as part of this upgrade.
You can use this magical
Monsters
Guildmasters’ Guide to Ravnica
sphinx’s intentions or sincerity have disadvantage.
Magic Weapons. The sphinx’s weapon attacks are magical.
Spellcasting. The sphinx is a 9th-level spellcaster. Its spellcasting ability is
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
Backgrounds
Forgotten Realms: Heroes of Faerûn
Ability Scores: Dexterity, Intelligence, CharismaFeat: Harper AgentSkill Proficiencies: Performance and Sleight of HandTool Proficiency: Disguise KitEquipment: Choose A or B: (A) Disguise Kit
good. Like all Harpers, you understand the value of teamwork as well as when it’s best to go it alone. Harper veterans have taught you the order’s secrets—magical melodies, special
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The hydroloth can breathe air and water.
Magic Resistance. The hydroloth has advantage on saving throws against spells and other magical effects.
Secure Memory. The hydroloth is immune
proficiencies; it can’t cast spells; it can’t understand language; and if its Intelligence and Charisma scores are higher than 5, they become 5. Each time the target finishes a long rest
Monsters
Waterdeep: Dungeon of the Mad Mage
Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.
Marshal Undead. Unless the death knight is incapacitated, it and undead creatures of its
","rollAction":"Longsword","rollDamageType":"necrotic"} necrotic damage. The sword has 5 charges. If Zalthar scores a critical hit against a creature that has fewer than 100 hit points, it must
Magic Items
Bigby Presents: Glory of the Giants
. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect.
You can bond with a
This ring is carved from hematite and bears an engraving of the friend rune.
When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
creature riding it attacks or casts a spell, or until the star lancer’s concentration ends (as if concentrating on a spell). Any equipment worn or carried by the invisible creatures is also
innards of one of these dead gods, githyanki xenomancers found a vast cavern containing scores of winged creatures they had never encountered before. The cavern’s denizens used telepathy to question
Monsters
Eberron: Rising from the Last War
Deadly Critical. Rak Tulkhesh scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice.
Innate Spellcasting. Rak Tulkhesh's spellcasting ability is Charisma
other magical effects.
Whirlwind of Weapons. A magical aura of weapons surrounds Rak Tulkhesh in a 10 foot radius. At the start of each of his turns, any other creature in the aura takes 14 (4d6
Magic Items
Tales from the Yawning Portal
This stone is a large gem worth 150 gp.
Curse. The stone is cursed, but its magical nature is hidden; detect magic doesn’t detect it. An identify spell reveals the stone’s true nature
. If you use the Dash or Disengage action while the stone is on your person, its curse activates. Until the curse is broken with remove curse or similar magic, your speed is reduced by 5 feet, and your maximum load and maximum lift capacities are halved. You also become unwilling to part with the stone.
Magic Items
Strixhaven: A Curriculum of Chaos
Roiling green mist fills this glass orb, which the exiled Strixhaven mage Murgaxor once used in foul magical experiments. Murgaxor’s spirit has infused the orb, which he uses to spread a
or slap it awake.
Visions of Terror. The cursed creature sees terrifying visions, causing it to view all creatures that aren’t also cursed as dangerous monsters for 10 minutes. The cursed
Monsters
Candlekeep Mysteries
the wizard’s spell list but must share the spell slots among themselves:
1st level (4 slots): charm person, witch bolt
2nd level (3 slots): alter self, suggestion
3rd level (3 slots): dispel
":"damage","rollAction":"Claws","rollDamageType":"piercing"} slashing damage.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look
Monsters
Strixhaven: A Curriculum of Chaos
words. They use that power either to illuminate and guide or to obscure and demoralize.Demotivate (2/Day). The pledgemage hurls magical insults at one creature it can see within 30 feet of itself. The
any hit the pledgemage scores against the creature is a critical hit. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Monsters
Icewind Dale: Rime of the Frostmaiden
who come upon Nass’s frozen remains also find her spellbook and the orb she stole from Vellynne.
Familiar. Nass’s magical familiar, a white arctic weasel acclimated to cold weather named
a DC 14 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Horrifying Visage"} ×






