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Returning 35 results for 'minds some with only attuned for for long'.
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minor some with only attuned for for long
mind some with only attuned for for long
Magic Items
Dungeon Master’s Guide
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.
Alarm. The weapon magically awakens each subject who is
Magic Items
Dungeon Master’s Guide
the Thrown property with a normal range of 20 feet and a long range of 60 feet.
If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30
to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn.
Giant’s Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power
Magic Items
Dungeon Master’s Guide
Magic action to peer into the orb’s depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the
orb imposes the Charmed condition on you for as long as you remain attuned to it.
While you are Charmed by the orb, you can’t voluntarily end your Attunement to it, and the orb casts
Magic Items
Dungeon Master’s Guide
stone cracks and turns to powder if the book rests on it long enough.
Whenever a creature that isn’t a Fiend or an Undead attunes to the Book of Vile Darkness, that creature makes a DC 17
Charisma saving throw. On a failed save, the creature is magically transformed into a Larva under the DM’s control. Only a Wish spell can reverse this vile transformation.
A creature attuned to the
Magic Items
Dungeon Master’s Guide
attained.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have
Magic Items
Dungeon Master’s Guide
long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As
Magic Items
Dungeon Master’s Guide
that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its
last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the
Magic Items
Dungeon Master’s Guide
2 minor detrimental properties
1 major detrimental property
The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus.
Protection. You gain a +3 bonus to
Death
3
Power Word Kill
4
Speak with Dead
1
While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand’s spells using 2 fewer charges (minimum of 0
Magic Items
Dungeon Master’s Guide
accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade
of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit.
76-80
The Moonblade gains the Thrown property with a normal range of 20 feet and a long range of 60 feet. Each
Magic Items
Dungeon Master’s Guide
roll, the axe deals an extra 20 Slashing damage.
The axe has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it
Moradin. While attuned to the axe, you gain the following benefits:
Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Fortitude of
Monsters
Eberron: Forge of the Artificer
StaticDreaming Dark Infiltrators are spies sent to gather intelligence. They plant psychic seeds in their minds of their foes that enhance the infiltrators’ combat prowess against those
cursed creature repeats the save whenever it finishes a Short or Long Rest, ending the effect on itself on a success. Success: Half damage only.
Monsters
Forgotten Realms: Adventures in Faerûn
inches long, it re-forms from that piece of chardalyn in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Next of the Seven"} days, regaining all its Hit Points. The new body appears in the
observe enemies and warp minds.
History
Seven powerful liches from other worlds came together to create the Crystal Shard millennia ago. Although the liches were jealous and suspicious of each
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes three Psychic-Attuned Hammer or Javelin attacks and uses Call to Attack.
Psychic-Attuned
Hammer. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Psychic-Attuned Hammer"} to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4);{"diceNotation":"1d10+4
Monsters
Keys from the Golden Vault
demonic whispers that can fray enemy minds.
When he was a young boy, Sythian went on a hunting trip with his father. A giant toad attacked them and swallowed Sythian. Although Sythian escaped after his
. Now that his parents are dead, he is determined to hold on to his estate and will do whatever it takes to keep what he has left.
Sythian has attuned to Golden Axe so that he can learn and exercise
Monsters
Tasha’s Cauldron of Everything
hit points, this trait doesn’t function until an attuned creature spends 24 hours repairing the artifact or until the artifact is subjected to lightning damage.
Standing Leap. The servant
’s long jump is up to 50 feet and its high jump is up to 25 feet, with or without a running start.
Unusual Nature. The servant doesn’t require air, food, drink, or sleep.Destructive Fist
Duergar Warlord
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Monsters
Mordenkainen’s Tome of Foes
it is available.
Psychic-Attuned Hammer. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Psychic"} to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4);{"diceNotation
or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lichlike state.
Elder brains forbid mind flayers from pursuing magic power aside from psionics
their own safety. Once they taste freedom from the colony, some prize their privacy, others seek to commune with similar minds, and still others seek to dominate a colony by elevating themselves to the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm’s constituents. The rats become smarter as a result, and retain
their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon the swarm
Magic Items
Tyranny of Dragons
attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6).
Spells. Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you
A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren’t attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls made
Monsters
Mythic Odysseys of Theros
destiny. Over centuries, these cosmic blasphemers transform into hunched, long-limbed horrors. Sadistic things, woe striders seek ways to reweave themselves into the tapestry of destiny. This leads
them to search for answers within the bowels of other beings, performing murderous haruspicy in pursuit of their discarded cosmic purpose. When they fail to find answers, their unnatural cries cause reality to shudder, undermining magic and sane minds alike.
Monsters
Journeys through the Radiant Citadel
","rollType":"recharge","rollAction":"Otherworldly Melody"}. The whistler telepathically whistles an otherworldly melody into the minds of up to two creatures it can see within range of its telepathy
dead whistler appears as a gray, featureless, humanlike biped with long limbs and thin fingers. Those stalked by a whistler can’t shut out its soundless, seven-note tune, an otherworldly melody
Monsters
Strixhaven: A Curriculum of Chaos
this way, it can’t do so again until it finishes a long rest.Multiattack. The daemogoth makes three Agonizing Burst attacks. It can use Terrify, if available, in place of one of the attacks
by their consumption of anguish. They trade magical influence over the lives and minds of others to ambitious mortals in exchange for the mortal’s agony.
Daemogoths are alien-looking in the
Monsters
Acquisitions Incorporated
Auspicia Dran had her life torn apart as a child when she was seized by a mysterious creature called the Wandering Crypt. Having spent long years in a kind of dark dream within the crypt, she was
of psionic power. She can't help but read others' minds, but finds that wearing a diamond earring helps tamp that unwitting ability down. This magic has also left her connected to the crypt in a way
Monsters
Tomb of Annihilation
Special Equipment. Artus wears the Ring of Winter. He and the ring can't be targeted by divination magic or percieved through magical scrying sensors. While attuned to and wearing the ring, Artus
following properties while attuned to the dagger, provided he has the weapon drawn:
Cause a blue gem set into the dagger’s pommel to shed bright light in a 20-foot radius and dim light for an
Monsters
Quests from the Infinite Staircase
hours in a telepathic deluge. Hazy, dreamlike visions of these discharged memories lodge in the minds of creatures up to 120 feet from the memory web.Ensnare. Melee Weapon Attack: +5;{"diceNotation
. Some of these memories lodge themselves in the minds of nearby creatures as dreamlike recollections, potentially spurring their inheritors to action. The Memory Web Memories table presents adventure
Hammer of Thunderbolts
Legacy
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Magic Items
Basic Rules (2014)
power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20
, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.
The hammer also has 5 charges. While attuned
Monsters
Mordenkainen's Fiendish Folio Volume 1
.
Horrid Songs. The denizens of the Underdark hear an approaching flock of dire corbies long before it comes into view. As these creatures travel, they hoot, chirp, and howl in maddening cacophony
minds swim, leaving them unable to use anything but their simplest magic. The dire corbies’ disorienting song has left countless Underdark creatures and travelers unable to flee as these
Monsters
Mordenkainen Presents: Monsters of the Multiverse
points or fewer, plus 22 (5d8);{"diceNotation":"5d8", "rollType":"damage", "rollAction":"Bites", "rollDamageType":"psychic"} psychic damage.
Spellcasting (Psionics). As long as it has more than half
ordinary rats and behave as such. If enough cranium rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm’s
Magic Items
Wayfinder's Guide to Eberron
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire
Bard
Legacy
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Classes
Basic Rules (2014)
Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her song
, ensuring that her companions’ words will be well received. Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds
Gray Dwarf (Duergar)
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Species
Sword Coast Adventurer's Guide
thus made them into the superior race.
Duergar have no appreciation for beauty, that ability having been erased from their minds by the mind flayers long ago and any thought of recapturing it
bald heads, with the males growing long, unkempt, gray beards.
Duergar value toil above all else. Showing emotions other than grim determination or wrath is frowned on in their culture, but they can
Monsters
Mordenkainen's Fiendish Folio Volume 1
. Long ago, a green hag gathered a small army of ogres to serve as her enforcers along the desolate coast she had claimed. The hag found the ogres' simple minds and brutal strength useful, but too often
can't make attacks with that claw against other targets. The crab folk has two claws, each of which can grapple only one target.The crab folk are the result of a magical ritual used long ago by a mighty
Monsters
Strixhaven: A Curriculum of Chaos
Lorehold apprentice;apprentices and then as pledgemages—study the magic of the past, searching for arcane artifacts and speaking with long-dead adventurers to uncover secrets lost to time.
Though
, shunting the minds of nearby creatures out of this moment in time. Each creature in a 10-foot-radius sphere centered on that point must succeed on a DC 13 Wisdom saving throw or be incapacitated until the end of the pledgemage’s next turn.
Book of Vile Darkness
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Magic Items
Dungeon Master’s Guide (2014)
powder if the book rests on it long enough.
A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify
must make a DC 17 Charisma saving throw. On a failed save, the creature’s alignment changes to neutral evil.
The Book of Vile Darkness remains with you only as long as you strive to work evil
Orb of Dragonkind
Legacy
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Magic Items
Basic Rules (2014)
speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb
for as long as you remain attuned to it.
While you are charmed by the orb, you can’t voluntarily end your attunement to it, and the orb casts suggestion on you at will (save DC 18), urging you to






