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Returning 35 results for 'might score with only also fire for lost'.
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might stone with only also fire for least
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Magic Items
Dungeon Master’s Guide
might say, “I want a piece of candy.” The doll’s phrases are lost when your Attunement to the doll ends.
each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it
Magic Items
Dungeon Master’s Guide
While wearing this belt, your Strength score changes to a score granted by the belt. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score
Very Rare
Belt of Fire Giant Strength
25
Very Rare
Belt of Cloud Giant Strength
27
Legendary
Belt of Storm Giant Strength
29
Legendary
Monsters
Monster Manual
", "rollAction":"Draining Swipe", "rollDamageType":"Necrotic"} Necrotic damage, and the target’s Strength score decreases by 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Draining Swipe
"}. The target dies if this reduces that score to 0. If a Humanoid is slain by this attack, a Shadow rises from the corpse 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Draining Swipe"} hours
Magic Items
Dungeon Master’s Guide
When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or
greater than that score.
This potion’s transparent liquid has floating in it a sliver of light resembling a giant’s fingernail.
Type of Giant
Strength
Rarity
Potion of Hill
Magic Items
Dungeon Master’s Guide
, to his heir. The rightful inheritors passed the axe on for many generations.
Later, in an era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power
to Poison damage and Resistance to Fire damage.
Sunder. When you hit an object with the axe, the object takes the maximum amount of damage possible.
Conjure Earth Elemental. While holding the axe
Magic Items
Dungeon Master’s Guide
on a DC 17 Constitution saving throw or die.
Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30.
to which you are also attuned, you gain the following benefits:
Giants’ Bane. When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed
Monsters
Monster Manual
Detect Intelligence. The intellect devourer magically senses the location of any creature within 300 feet of itself that has an Intelligence score of 3 or higher, regardless of interposing
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
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw
. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once
Spells
Player’s Handbook
location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
Bloom. You
an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.
Fire Play. You light or snuff out a candle, a torch, or a campfire.
Magic Items
Dungeon Master’s Guide
While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it
the weapon against a hard surface to create a loud clap of thunder audible out to 300 feet. You also create a 30-foot Cone of thunderous energy. Each creature in the Cone must succeed on a DC 15
Spells
Player’s Handbook
;a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles
destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.
Using a Higher-Level Spell Slot. The spell’s duration increases by 48 hours for each spell slot level above 2.
Magic Items
Dungeon Master’s Guide
This gold coin has a creature embossed on each side. The two depicted creatures must be famous rivals or enemies of each other. For example, a Rival Coin might show Iggwilv the Witch Queen;Iggwilv on
an even number) or tails (on an odd number). The roll also determines the effect:
Heads. Target one creature you can see within 60 feet of yourself. The target makes a DC 13 Wisdom saving throw. On a
Magic Items
Dungeon Master’s Guide
by any means while your soul remains imprisoned.
Adjusted Ability Scores. One ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to
lore about demons. When you do so, you have Advantage on that check.
At the DM’s discretion, the book might reveal secrets no mortal should know, such as the true names of powerful Fiends
Magic Items
Dungeon Master’s Guide
. Their magic has been warped over the centuries. Their primary purpose of calling dragons still functions, but they also allow some measure of control over dragons.
Each orb contains the essence of
an evil dragon, a presence that resents any attempt to coax magic from it. Those who try to wield an orb’s magic but lack sufficient force of personality might find themselves under the orb&rsquo
Spells
Player’s Handbook
the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a
result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the
Spells
Player’s Handbook
that created by Gust of Wind) disperses it.
When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a
successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.
Spells
Player’s Handbook
two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.
The contingent spell takes
others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.
Magic Items
Dungeon Master’s Guide
Guide), it is destroyed by some calamity beyond your control. Any documentation that proves you should own something lost to this card also disappears.
Sage. At any time you choose within one year of
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
Magic Items
Dungeon Master’s Guide
Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
Hurl. Whelm has the
wielder doesn’t share this goal.
Destroying Whelm. Whelm can be dissolved in the acidic bile of a recently slain ancient black dragon. It can also be melted down in the forges of the Mightyhammer dwarf clan, but only by the rightful leader of that clan.
Monsters
Monster Manual
Regeneration. The revenant regains 10 Hit Points at the start of each of its turns. If the revenant takes Fire or Radiant damage, this trait doesn’t function at the start of its next turn. Its
automatically. If the Frightened target is cursed by the revenant (see Vow of Revenge), the target also has the Paralyzed condition for the duration.PoisonNecrotic, PsychicVow of Revenge (1/Day). The revenant
Spells
Player’s Handbook
failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear
might deem a modified memory too nonsensical to affect a creature.
A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory.
Using a Higher-Level
Magic Items
Dungeon Master’s Guide
. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage
magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your
Magic Items
Dungeon Master’s Guide
of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain
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
Monsters
Monster Manual
, it also casts Confusion centered on itself. The spell uses the creature’s spellcasting ability and doesn’t require Concentration.
If the arch-hag is destroyed or moves its lair elsewhere
, these effects end immediately.Cold, Fire, PsychicWitch Strike. Each creature cursed by the hag and within 60 feet of it takes 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Witch Strike", "rollDamageType":"Lightning"} Lightning damage.
Spells
Player’s Handbook
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
glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or
Magic Items
Bigby Presents: Glory of the Giants
deals an extra 1d6 fire damage. When you score a critical hit with an attack using this whip, the target also has the restrained condition until the start of your next turn, as fiery bands lash around
The handle of this dark leather whip bears the fire rune, and embers dance around the whip’s tail.
You gain a +1 bonus to attack and damage rolls made with this weapon, and on a hit, the whip
Monsters
Spelljammer: Adventures in Space
also warp the fabric of the multiverse to cast the wish spell as its final act—it is destroyed once the spell is cast.Acid, Fire, Poison
to say, and the message can be understood by any creature that has an Intelligence score of 2 or higher.
Legendary Resistance (3/Day). If the zodar fails a saving throw, it can choose to succeed
Monsters
Waterdeep: Dungeon of the Mad Mage
":"2d6+2","rollType":"damage","rollAction":"Strength Drain","rollDamageType":"necrotic"} necrotic damage, and the target's Strength score is reduced by 1d4;{"diceNotation":"1d4","rollType":"roll
","rollAction":"Strength Drain"}. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.Necrotic, PoisonAcid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksRadiant
Monsters
The Wild Beyond the Witchlight
, and the target's Strength score is reduced by 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Strength Drain"}. The target falls unconscious if this reduces its Strength to 0. Otherwise
, the reduction lasts until the target finishes a short or long rest.Necrotic, PoisonAcid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksRadiant
Monsters
Strixhaven: A Curriculum of Chaos
Campus Knowledge. While at Strixhaven, the guide can’t become lost by magical or nonmagical means. The guide also has advantage on ability checks made to locate creatures or objects at
of the guide. The target doesn’t move into obviously dangerous ground, such as a fire or a pit. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
fragments that make up the island’s core are also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair
vast stores of treasure, knowledge, and captives on their islands. Some of these prisoners are the descendants of people captured generations before; they might know of no other world outside their
Monsters
Waterdeep: Dungeon of the Mad Mage
damage plus 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollDamageType":"necrotic"} necrotic damage. Unless the target is immune to necrotic damage, the target’s Strength score is reduced by
.
If a non-evil humanoid dies from this attack, a shadow (see the Monster Manual) rises from the corpse 1d4;{"diceNotation":"1d4","rollType":"roll"} hours later.Necrotic, PoisonAcid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksRadiant
Monsters
The Wild Beyond the Witchlight
ambush their victims. They delight in extorting travelers for safe passage while rudely mocking them. These bullies are particularly antagonistic toward those who appear to be lost or in a hurry.
The
. Every harengon follows their own path through life, their disposition shaped in part by the company they keep. One harengon might travel to far lands, make friends along the way, delight in freedom
Monsters
Mordenkainen Presents: Monsters of the Multiverse
out magic that will aid them, but enchanted objects can be taken or lost. True greatness relies on personal prowess. Faced with this truth, a frost giant might seek a supernatural gift from Vaprak the
, charmed, deafened, frightened, stunned, or knocked unconscious.
Regeneration. The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn’t
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of several individuals and their offspring, usually led by a dominant adult that also tends to be the oldest member of the group. When on the hunt away from their lair, girallons use roars and body
language to communicate with one another over distance. Each individual typically hunts alone and widely separated from the others to ensure that everyone gets adequate fodder. The leader might






