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Returning 35 results for 'master see with over allows from for live'.
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Equipment
While wrapped in a blanket, you have Advantage on saving throws against extreme cold (see the Dungeon Master’s Guide).
Equipment
A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see the Dungeon Master’s Guide).
Monsters
Monster Manual
Shielded Mind. The couatl’s thoughts can’t be read by any means, and other creatures can communicate with it telepathically only if it allows them.Bite. Melee Attack Roll: +7
, and the target has the Poisoned condition until the end of the couatl’s next turn.
Constrict. Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet
Spells
Player’s Handbook
One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up
a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move
Magic Items
Dungeon Master’s Guide
(see the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The orb has 7 charges and regains 1d4 + 3 expended
Magic Items
Dungeon Master’s Guide
Fiend that you can see that is trapped within the area of a Magic Circle spell. The Fiend must succeed on a DC 20 Charisma saving throw with Disadvantage or become trapped within one of the Demonomicon
roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.
Random Properties. The Artifact has the following random properties (see “Artifacts” in
Classes
Player’s Handbook
level 1 features, which are listed in the Warlock Features table. See the multiclassing rules to determine your available spell slots.
Warlock Features
Level
Proficiency Bonus
Class Features
15
4
5
20
+6
Eldritch Master
10
4
15
4
5
Warlock Class Features
As a Warlock, you gain the following class features when you reach the specified Warlock levels. These features are listed in the Warlock Features table.
Magic Items
Dungeon Master’s Guide
magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see the Dungeon Master’s
an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer.
Fool. You have
Classes
Player’s Handbook
.
Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over
Traits table: Hit Point Die and training with Light armor and Shields.
Gain the Druid’s level 1 features, which are listed in the Druid Features table. See the multiclassing rules in chapter 2
Classes
Player’s Handbook
of a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow
Gain the Hit Point Die from the Core Sorcerer Traits table.
Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table. See the multiclassing rules to determine
Equipment
Clothing and not wearing Medium or Heavy armor, you automatically succeed on saving throws against the effects of extreme heat. See chapter 3 of the Dungeon Master’s Guide for rules on extreme heat.
Monsters
Eberron: Forge of the Artificer
Evasion. If the marauder is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the marauder instead takes no damage if it succeeds on the save and only
1/Day: DisintegrateThis powerful assassin relies on teleportation to catch targets unaware and deal out rapid death.Tear Through Space. The marauder teleports to a space it can see within 30 feet
Magic Items
Forgotten Realms: Adventures in Faerûn
until the next dawn.
Random Properties. The Artifact has the following random properties (see chapter 7 of the Dungeon Master’s Guide):
1 minor beneficial property
1 major beneficial
Monsters
Astarion's Book of Hungers
).Resilient Flesh. Trigger: The vampire is hit by a melee attack roll from an attacker the vampire can see. Response: The vampire reduces the damage it takes from the attack by 11 (2d6 + 4);{"diceNotation
don’t live for long and are inattentive while sleeping or simpering. Monstrous servants are often too unpredictable or simply unreliable. To keep their lairs safe, some vampires create more
Monsters
Forgotten Realms: Adventures in Faerûn
teleport up to 20 feet to an unoccupied space she can see.
Life-Rending Gaze. Wisdom Saving Throw: DC 20, one creature Valindra can see within 30 feet. Failure: 22 (4d10);{"diceNotation":"4d10
pallor common to liches, she prefers to maintain a magical disguise that allows her to appear as the high elf she was in life. Ever the schemer, Valindra doesn’t use this disguise out of nostalgia
Species
Lorwyn: First Light
temporarily or even permanently for a variety of reasons, often due to trauma suffered during the Phyrexian invasion (see Lorwyn: First Light). Regardless, kithkin typically believe that betraying their own is
a heinous crime.
In Lorwyn
Lorwyn kithkin live in pastoral villages called clachans and welcome outsiders into their communities. These kithkin collect their cultural heritage in a tome called the
Magic Items
Forgotten Realms: Adventures in Faerûn
Artifact has the following random properties (see chapter 7 of the Dungeon Master’s Guide):
2 minor beneficial properties
2 minor detrimental properties
Spellcasting. The orb has 6 charges
Shield
2
Hold Person
1
See Invisibility
1
Summon Dragon (level 9 version)
4
Dragon Transformation. If you swallow the orb, you transform into an adult chromatic dragon under the
Species
Lorwyn: First Light
effect inexplicably charming.
Changelings from Lorwyn live in a vast, mystical cave called Velis Vel Grotto (see Lorwyn: First Light). Once per year, many changelings make a pilgrimage to the grotto
Monsters
Forgotten Realms: Adventures in Faerûn
all expended uses at the start of each of its turns.
Retaliation. Zlan makes one Slam or Bewildering Bolt attack.
Stoke Paranoia. Wisdom Saving Throw: DC 19, one creature Zlan can see within 30 feet
through the accumulation of chardalyn from across Icewind Dale. Zlan’s affinity with chardalyn allows it to access information across the region and use chardalyn to corrupt those who could
Monsters
Forgotten Realms: Adventures in Faerûn
Evasion. If Karas is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Karas instead takes no damage if she succeeds on the save and only half damage
creature Karas can see within 90 feet of herself. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Harrow", "rollDamageType":"Psychic"} Psychic damage, and the target has the
Magic Items
Forgotten Realms: Adventures in Faerûn
powerful Undead scions. Should a wearer prove unworthy of this honor, the crown teleports away to find a new mortal to corrupt for its master.
Cursed. The crown is cursed. Attuning to the crown extends
properties (see chapter 7 of the Dungeon Master's Guide):
1 minor beneficial property
1 minor detrimental property
1 major detrimental property
Sentience. The Crown of Horns is a sentient
Monsters
Spelljammer: Adventures in Space
within 5 feet of itself. The target gains a supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for more information on supernatural charms.
Natural Shelter. The chwinga
’s Guide.
Charm of Air Bubbles
This charm allows you to cast the air bubble spell (see the Astral Adventurer’s Guide) as an action. Once used three times, this charm goes away.
Charm of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
attack that hits it. The thief must be able to see the attacker.Master thieves are known for perpetrating daring heists. They tend to develop a romanticized reputation. A master thief might &ldquo
Evasion. If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw and only
Monsters
Tomb of Annihilation
supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for information on supernatural charms.
Natural Shelter. The chwinga magically takes shelter inside a rock, a living
Evasion. When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only
Magic Items
Waterdeep: Dungeon of the Mad Mage
Allows an attuned wearer to ignore Undermountain’s magical restrictions (see “Alterations to Magic”).
Monsters
Quests from the Infinite Staircase
their master’s orders to hunt prey with deadly ferocity.
Vegepygmies
Also called mold folk, vegepygmies are fungal creatures that spring forth from the body of a Humanoid or Giant killed by
vegepygmies can sustain themselves by absorbing nutrients from soil and other organic matter, they prefer a carnivorous diet achieved through hunting and scavenging. Vegepygmies can live indefinitely so
Magic Items
Ghosts of Saltmarsh
This small capsule is made of beeswax blended with sand and a variety of enchanted water plants. A creature who consumes a pressure capsule ignores the effects of swimming at depths greater than 100 feet (see “Unusual Environments” in chapter 5 of the Dungeon Master’s Guide).
Monsters
Acquisitions Incorporated
subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. She
can't use this trait if she's incapacitated.
Shadow Step. When Rosie is in dim light or darkness, she can use a bonus action to teleport 60 feet to an unoccupied space she can see that is also in dim
Monsters
Dragonlance: Shadow of the Dragon Queen
. This gem smolders and glows red whenever Kansaldi uses her magic, and her followers claim it allows her to see through any lie.
Highlord Verminaard follows visions from the Dragon Queen on a
magical flames at a creature she can see within 60 feet of herself. The target must make a DC 16 Dexterity saving throw. On a failed save, the target takes 11 (2d10);{"diceNotation":"2d10", "rollType
Gray Dwarf (Duergar)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Sword Coast Adventurer's Guide
with your Dungeon Master to see if you can play a gray dwarf character.
Duergar see themselves as the true manifestation of dwarven ideals, clever enough not to be taken in by the treacherous deceptions
The gray dwarves, or duergar, live deep in the Underdark. After delving deeper than any other dwarves, they were enslaved by mind flayers for eons. Although they eventually won their freedom, these
Equipment
A canoe can be purchased in Port Nyanzaru for 50 gp. It holds up to six Medium creatures and has a maximum speed of 2 mph. It is otherwise identical to a rowboat (see chapter 5 of the Dungeon Master’s Guide).
The sale of canoes in Port Nyanzaru is controlled by the merchant prince Ekene-Afa.
Harm
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage
damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.
Monsters
Tales from the Yawning Portal
);{"diceNotation":"3d6","rollType":"damage","rollAction":"Pseudopod","rollDamageType":"acid"} acid damage.Instinctive Charm. If a creature the Ooze Master can see makes an attack roll against it while within
Corrosive Form. A creature that touches the Ooze Master or hits it with a melee attack while within 5 feet of it takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Corrosive Form
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Rejuvenation. While its master lives, a destroyed boneclaw gains a new body in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Hours"} hours, with all its hit points. The new body
appears within 1 mile of the boneclaw’s master.
Unusual Nature. The boneclaw doesn’t require air, food, drink, or sleep.Multiattack. The boneclaw makes two Piercing Claw attacks.
Piercing
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
Wildspace. A gadabout wraps its branches around a Humanoid creature, spreads its butterfly wings, and allows its wearer to fly through space in a continuously refreshed air envelope. The gadabout
sunlight and water to survive. A healthy specimen can live for 25 years. Although its preferred mode of travel is flight, a gadabout can creep slowly along the ground as well.
Elves are the only Humanoids






