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Returning 35 results for 'manner switch with openly affects for for least'.
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Sending
Legacy
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Spells
Basic Rules (2014)
answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to
Monsters
Acquisitions Incorporated
disadvantage on these saves if being charmed by Brahma is something the target openly or secretly desires. For 1 hour after the charm effect ends, the target has disadvantage on Intelligence, Wisdom, or
Charisma checks made as part of a contest with Brahma.Formally a former member of the “B” Team, Brahma Lutier is a gifted cartographer, spy, and troubadour. Tutored in at least the latter of those
Monsters
Planescape: Adventures in the Multiverse
Axiomatic Mind. The decaton can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The decaton has advantage on initiative rolls.
Disintegration. If
only), protection from evil and goodThe least of the hierarchs, decatons monitor the physical well-being of base modrons. Two stubby legs support their spherical bodies, and ten mechanical tentacles
Monsters
Waterdeep: Dragon Heist
of her station.
In her younger days, Esvele openly rebelled, but that behavior led to locked doors at night and house guards watching her every move during the day. So she taught herself how to pick
nobles she targets are made of sterner stuff, so Esvele has learned how to fight as well. She knows she's playing a dangerous game, but is satisfied that at least one member of the Rosznar family is earning the respect of Waterdeep's nobility.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
speak any languages but can approximate words and sentences it hears, mimicking them in a high-pitched, mocking manner. Beholders find gazers amusing and tolerate their presence like spoiled pets. Some
familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Familiar. The gazer can serve another creature as a familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded
’t speak any languages but can approximate words and sentences it hears, mimicking them in a high-pitched, mocking manner. Beholders find gazers amusing and tolerate their presence like spoiled
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, the effect becomes a permanent feature of that body.
A creature can willingly submit to flesh warping, an agonizing process that takes at least 1 hour while the creature stays within 30 feet of the
target’s arms and legs switch places, preventing the target from moving unless it crawls.
51–55
The target’s arms become tentacles with fingers on the ends, increasing its reach by
Kalashtar
Legacy
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Species
Eberron: Rising from the Last War
me in dreams, and at times her voice whispers in the silence of my mind. As long as at least one of my sisters is alive, Kashtai will survive — and as long as she lives, she will fight il
spirits.
Bound to Spirits
Every kalashtar has a connection to a spirit of light, a bond shared by other members of their bloodline. Kalashtar appear human, but their spiritual connection affects them
Monsters
Van Richten’s Guide to Ravenloft
additional 15 feet. It can switch between the options as an action.
Magic Resistance. The priest has advantage on saving throws against spells and other magical effects.
Rejuvenation. If the priest is
Tattoo of Osybus on the priest’s body must be destroyed. The tattoo is invulnerable while the priest has at least 1 hit point. The tattoo is otherwise an object with AC 15, and it is immune to
Zuggtmoy
Legacy
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Monsters
Out of the Abyss
humanoid shape, including the skeletal-thin figure depicted in grimoires and ancient art, draped and veiled in mycelium and lichen. Indeed, much of her appearance and manner, and that of her servants
humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 17 Wisdom saving throw or descend into a madness determined by the Madness of Zuggtmoy table. A creature
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Bait and Switch When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the Carnival’s oldest performers, Hermos the Half-Giant, handles the Carnival’s day-to-day operations. Hermos is a mountain of muscle half again as tall as most human adults. His deliberate manner and
coolheaded demeanor earn him the respect of the Carnival’s troupers. Other senior or charismatic figures hold influence over cliquish groups of performers, but few dare openly contradict Hermos since
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
monster’s challenge rating. As another option, you can switch any of the damaging eye rays in the Monster Manual to an effect with a different damage type, such as replacing the enervation ray with a
combustion ray that deals fire damage instead of necrotic damage. Unless otherwise indicated, an alternative ability has the same range as the eye ray it is replacing, and it affects only one creature per
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
replace one or more of its spells. You can substitute any spell on the NPC's spell list with a different spell of the same level from the same spell list. Swapping spells in this manner doesn't alter
an NPC's challenge rating. Armor and Weapon Swaps You can upgrade or downgrade an NPC's armor, or add or switch weapons. Adjustments to Armor Class and damage can change an NPC's challenge rating
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
manner doesn’t alter an NPC’s challenge rating. Armor and Weapon Swaps. You can upgrade or downgrade an NPC’s armor, or add or switch weapons. Adjustments to Armor Class and damage can change an NPC’s
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Dance with Me? Nivall walks students through a dance routine, then asks dancers to repeat it on their own. After each dance, Nivall encourages students to switch partners. During the dance lesson, at
least one student each character dances with stands out. Roll on the Dance Partner Quirks table to determine how. Dance Partner Quirks d6 The Character’s Partner… 1 Is already a fantastic dancer
Kenku
Legacy
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Species
Volo's Guide to Monsters
degradation or shifts in meaning. Human messengers might switch words or phrases and garble a message inadvertently, but the kenku produce perfect copies of whatever they hear.
Kenku Adventurers
Kenku
.
Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Project Image 7th-level illusion Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica of you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day You
can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Clairvoyance 3rd-level divination Casting Time: 10 minutes Range: 1 mile Components: V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) Duration
seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Project Image 7th-level illusion Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica of you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day You
can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Clairvoyance 3rd-level divination Casting Time: 10 minutes Range: 1 mile Components: V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) Duration
seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables
creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Incite Greed 3rd-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a gem worth at least 50 gp) Duration: Concentration, up to 1 minute When you cast this spell, you present
, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables
creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
using knowledge to win the day over brute force. However, as the Cult of the Dragon grows more brazen and destructive, the Harpers are forced to act more openly in their opposition. If the characters
without arousing suspicion. NPC Harpers are the kinds of characters who consistently pop up when they’re least expected and most useful. If the characters need a safe house in a strange city, are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Magic Circle 3rd-level abjuration Casting Time: 1 minute Range: 10 feet Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) Duration: 1 hour
floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: The
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Magic Circle 3rd-level abjuration Casting Time: 1 minute Range: 10 feet Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) Duration: 1 hour
floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: The
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
using knowledge to win the day over brute force. However, as the Cult of the Dragon grows more brazen and destructive, the Harpers are forced to act more openly in their opposition. If the characters
without arousing suspicion. NPC Harpers are the kinds of characters who consistently pop up when they’re least expected and most useful. If the characters need a safe house in a strange city, are
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
using knowledge to win the day over brute force. However, as the Cult of the Dragon grows more brazen and destructive, the Harpers are forced to act more openly in their opposition. If the characters
without arousing suspicion. NPC Harpers are the kinds of characters who consistently pop up when they’re least expected and most useful. If the characters need a safe house in a strange city, are
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
group of ghosts, those ghosts grant each character 1d4 + 19 temporary hit points, in a manner similar to a 4th-level casting of the False Life spell. Fewer Monsters. Reduce the number of shadow demons
of the other ghosts. Increasing the Challenge If Harrowhall isn’t sufficiently challenging for your group, here are ways to make it more difficult: Deadly Gloom. The keep’s ghostly gloom affects the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Brahma Lutier Formally a former member of the “B” Team, Brahma Lutier is a gifted cartographer, spy, and troubadour. Tutored in at least the latter of those vocations by Audra Courtier (wife of
each of its turns, ending the effect on itself on a success. It has disadvantage on these saves if being charmed by Brahma is something the target openly or secretly desires. For 1 hour after the charm
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Programmed Illusion 6th-level illusion Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of fleece and jade dust worth at least 25 gp) Duration: Until dispelled You create an illusion
springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, allowing it to serve as a member of the crew. A number of creatures equal to the ship’s creature capacity can be animated in this manner at any given time. Smuggler’s Banner This flag is meant to be flown
produce a thundering rhythm. For the next minute, the ship gains one additional action, as long as it has at least one action. Once this item is used, it can’t be activated again for 2d10 hours.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
least a 10-foot cube of unoccupied space in which to deploy, and it doesn’t open fast enough to slow a fall of less than 60 feet. If it has sufficient time and space to deploy properly, the parachute
contact with the same ground or substance. A switch on one side of the box sets the device to emit either a small dog’s bark or a large dog’s bark. Matchless Pipe. A switch made of flint is built into the bowl of this fine wooden smoking pipe. With a few flicks of the switch, the pipe lights itself.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Programmed Illusion 6th-level illusion Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of fleece and jade dust worth at least 25 gp) Duration: Until dispelled You create an illusion
springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated






